a multiplayer game of parenting and civilization building
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After playing the game for a while these are the thnings that i think need the most work to get yourself a master piece. from most important 0 to least 14 sorry for the long read and spelling mistakes.
0: Crafting tips:
I sugest to change the text to the thumpnails of the objects, so you can see what it looks like, and what you need to combine to get what. this helps none native speakers aswell, I have trubble with plenty of words and i have a good understanding of english (not native) but if you think this spoils everything a bit then I surgest to only change the text to icons once you have seen someone else combine the 2 items to make the 3e item. so the longer you play the game the more text recipies will convert to icons, THIS should STAY AFTER you DIED and respawn.
I think thats a really good way, so it encurages people to show others how to do stuff because they can look it up later.
1: Hunger indicator:
Can we have hunger indicators, I dont always look at the bottom to see how hungry i am, also it would be nice if others see your starving, I surgest to have something simular to the picture i post, I would say make it 2 vibrating sqikly lines if you have 2 bars left, usaly thats where people start writing F, (the F sign is still more in your face beause it is a huge contrast, so still smart to do, and add the 3 shaking sqikly lines if you only have 1 bar left maby add a funny hunger stomage sound aswell.
2: Text/speaking
This one really needs to change, if someone is standing 1 tile above of you and they say something you can already not even read what they say, this is simply madness, how do you expect to comunicate if you cant read stuff around you. the text bubbles should not leave the screen, you could even make it so that the closer a player is the more visible, so if someone is 6 tiles away its perfect but it is half faded at 10 and compleatly gone at 14 tiles, this helps with finding people back aswell, in real life if you yell you can also hear people from far that you might not be able to see, the audio cue of someone is sometimes to hard to indicate where they exacly went this helps with that!. (maby i tiny picture of the head, next to the text, because in real live you can recognize voices, but you dont have that hear, so its to prefent confusion)
2b: when you get older you need to gain letters faster! a 14 year old can get a baby but only type 14 letters.... not even twitter is that cruwl. so when you have a baby you cant decently tell them what you want to tell them. dont forget that most people dont have the discord suport to ask how stuff needs to be done! so it needs to be on ingame comunication and that atm is not there. also when you type something and then something else the first sentice is gone, witch makes it hard to type alot fast with giving them the change to read it all. but you need fast typing because otherwise you simply die of lack of eating. time passing is death in this game. so add the extra line under the first 1, and the longer the text the longer it should stay on screen.
3: Crafting
why do i need to correct order to craft something, if i have 1 item on the ground and the other in my hand and you need both to make something simply make it so that if you left klick it automaticly changes it to the right order and then craft it. so if the stone was on the grond and i hold the stick, simply swap those to and imidetly hit the stick with the stone after the swap to make a short stick or watever you get. This one is really important because you can read the recipies right but have no clue why it wont work, hapend to me alot.
4: Eating,
Dubble klick on a food source should make you grab and eat that item instandly, make your caracter simply use your none dominant hand, so that you can still hold stuff with your main hand. and eat, you can even make it so that it only works with small items that you hold in 1 hand, but i think its better if it always works. even when both hands are full, finding a empty space around a food source to then place a item and then walk back to grab it and then eat it is just so killing!, and makes it un nesasary harder to do.
4b ponds should also be a food source, drinking is more important then food normaly.
5: item placement,
Because the game is so zoomed in i wish 1 tile holds 4 items, camps even the ones with alot of baskets simply have a few screens full where there is simply no room anymore to place something. I also surgest that to make things look better, simply move items randomly in any direction but not outside the tiles bounding box. this will make the game look alot less static, for certain items you can ofcourse specifie that it is not allowed to move. within the bounding box.having this will also give more changes of your player not standing infront of a item thats 1 tile above.
6: Terrain,
We need big rock formations and rivers/lakes, this can help with finding you way around aswell, (put big stones in the river makes small stone pebble bridge, or with wood make a wooden bridge. for the stones and rivers you can do it simular to age of empires 2, so some places with low water where you can cross aswell.
7: Small items,
Make it so the area where you can select them is bigger! picking up small items like 1 berry is a pain in the ass.
7b Items behind other objects,
If you mouse over a object that got a other object behind it give it a clear thik outline, like orange for example so it pops and you easly spot things behind those objects. and automaticly do it for all objects behind other objects that are within 2-3 tiles from the player.
8: movement WASD,
I know you use path finding to have less load on the server, so you can always make it so that pressing down is the same as klicking 2 tiles away in the direction you click in, and IF you cant move more in that direction increase it with another 2 and so forth till it finds a way.
9: menu,
the entire game is mouse based and when a menu pops up you need your keyboard..... makes no sense, just make the buttons klick able. also what is the use of having a menu pop up if you cant go to settings to even lower your sound, you need to kill yourself to lower sound... thats mean jason.
10: death screen, Would love to see your family tree, with a picture of the people in there. picture of the age you had when they died, so you could see what people made it to old age etc, Optional would be nice to see there username. when hovering over them, would be cool to see some stats like how many things they crafted etc.
11: Speaking,
when you type you cant see ! ? etc but when you speak they do apear.
12: Basket,
somethings when i put things in and out of baskets they disapear.
13: Settings
I cant resize the not fullscreen window... I dont mind if thigs deform a bit because of how I would scale it. or even keep the 1 to 1 scale but be able to make the entire thing bigger or smaller.
14: Killing
I think kill should be on left mouse, so you dont mistakenly walk into a evil animal when you have the means to kill it, for friendly ones it could be only right mousebutton. so you dont accidently shoot your children
15: I need my drinking baseball cap that holds my soda that i drink trough a staw.
Last edited by ZixXer (2018-03-03 14:59:32)
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7: Small items,
Make it so the area where you can select them is bigger! picking up small items like 1 berry is a pain in the ass.
This is my biggest complaint right now. The pixel hunting aspect of the game is the most mechanically frustrating thing to me currently-- especially when something is behind a tree.
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0
I agree. I kinda given up on playing fair. I just made a website to solve the problem. But that is not how the game is meant to play.
1
NO. The only thing you can do as a baby is to signal your mother to give you food. Removing the only useful thing a baby can do from the game makes being a baby boring.
2
Yes. Must have.
3
I am indifferent. I would like to know why Jason did this.
4
Yes must have.
4b
No that doesn't make sense. The game was designed without drinking water then that is just what we go with.
5
Nice to have. But probably to much work on the engine.
6
Nice to have.
7
Yes must have.
8
Yes must have.
9
I am indifferent.
10
Nice to have.
11
Yes must have.
12
Do a bug report.
13
Nice to have. But Jason decided early on that He wanted the detail of the lines.
14
Nice to have.
15
Nice to have.
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0,2,3,4,5 and 8 are completely necessary imo.
I'd add to 0 that it would be nice to have the name of an object pop up next to the object when you mouse over, rather than at the bottom of the screen.
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Oh and an addition: if you are behind a tree have the tree go transparent and let the player click on things behind the tree.
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Oh and an addition: if you are behind a tree have the tree go transparent and let the player click on things behind the tree.
but then you are blocking the object yourself, so you dont solve the issue, but your right its a big problem that i forgot,
I would say when you mouse over a object and something is behind that object give it a nice orange outline or something so it pops a bit.
ill add it to the top list (7b)
Last edited by ZixXer (2018-03-02 19:52:37)
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I'll strongly disagree with number 3 and give you two reasons why it makes more sense for it to stay as it is.
A - The logic is that you are applying whatever it is that is on your hand to the other thing - it makes no sense for you to beat a round rock with a stick and end up with a stick stuck in the ground and a rock in your hand.
It's not "use X with Y", it's "use X ON Y" - which sometimes is the same as "use X with Y", but the important part is that it doesn't HAVE to be.
B - This os what allows you to have asymmetrical recipes - you assume that X + Y = Z therefore Y + X = Z is something set in stone, but it's not a mathematical operation.
You have much more freedom to set and alter future item combinations if you do NOT assume every interaction is symmetrical.
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I'll strongly disagree with number 3 and give you two reasons why it makes more sense for it to stay as it is.
A - The logic is that you are applying whatever it is that is on your hand to the other thing - it makes no sense for you to beat a round rock with a stick and end up with a stick stuck in the ground and a rock in your hand.
If you read the entire thing you know I said switch it around so your grab the rock off the ground first after klicking it and then apply the crafting, so you would still hit the stick with the rock, even if initaly you had the stick in your hand!
B - This os what allows you to have asymmetrical recipes - you assume that X + Y = Z therefore Y + X = Z is something set in stone, but it's not a mathematical operation.
You have much more freedom to set and alter future item combinations if you do NOT assume every interaction is symmetrical.
I think you have a point here, and i initialy did not think about this, however i am sure that in 90+% of the time this will not be the case and only 1 of the 2 options will be used. So i simply sugest that for every item that does not have a 2e option (other way around) it automaticly does the swapping of items and then crafting it, and if it does have the option it is applyed how it is now with the thing in your hand the main inisiator. so you still have both options but 90% of your game experiance will be more smooth out
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mrfox wrote:Oh and an addition: if you are behind a tree have the tree go transparent and let the player click on things behind the tree.
but then you are blocking the object yourself, so you dont solve the issue, but your right its a big problem that i forgot,
I would say when you mouse over a object and something is behind that object give it a nice orange outline or something so it pops a bit.ill add it to the top list (7b)
You could always have all trees in front of the player within a radius go transparent.
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This is a great thread!
I'll be looking at all these things in more detail in the coming weeks.
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TyrantNomad wrote:I'll strongly disagree with number 3 and give you two reasons why it makes more sense for it to stay as it is.
A - The logic is that you are applying whatever it is that is on your hand to the other thing - it makes no sense for you to beat a round rock with a stick and end up with a stick stuck in the ground and a rock in your hand.
If you read the entire thing you know I said switch it around so your grab the rock off the ground first after klicking it and then apply the crafting, so you would still hit the stick with the rock, even if initaly you had the stick in your hand!
TyrantNomad wrote:B - This os what allows you to have asymmetrical recipes - you assume that X + Y = Z therefore Y + X = Z is something set in stone, but it's not a mathematical operation.
You have much more freedom to set and alter future item combinations if you do NOT assume every interaction is symmetrical.
I think you have a point here, and i initialy did not think about this, however i am sure that in 90+% of the time this will not be the case and only 1 of the 2 options will be used. So i simply sugest that for every item that does not have a 2e option (other way around) it automaticly does the swapping of items and then crafting it, and if it does have the option it is applyed how it is now with the thing in your hand the main inisiator. so you still have both options but 90% of your game experiance will be more smooth out
For the first part, I had read it... but it still doesn't make much sense for it to automatically swap on left-click spam.
Plus, you can swap carried items with ground items with a single click already, assuming that they can be swapped.
That initially seems like a good choice but it actually reduces clarity and makes learning harder - if you make it so 90% of the recipes become symmetrical, a portion of the playerbase will grow to assume that that's the nature of all recipes. "Oh I can just use this huge log on this fire bow drill on the floor" "oh I can just put the tinder on the burning leaf" and then they wrongfully learn that all recipes behave that way.
The way it currently works, you are taught that there are strictly correct ways to use each combination of two items - and that most things actually do not work if you do not do them right order. I'm sure Jason will find a healthy balance between symmetrical, asymmetrical & unidirectional recipes.
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1
NO. The only thing you can do as a baby is to signal your mother to give you food. Removing the only useful thing a baby can do from the game makes being a baby boring.
I agree.
Adding an automatic indicator on babies for their hunger pretty much renders the infant gameplay a pointless formality.
You could just afk the first 4 or so years.
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Vescator wrote:1
NO. The only thing you can do as a baby is to signal your mother to give you food. Removing the only useful thing a baby can do from the game makes being a baby boring.I agree.
Adding an automatic indicator on babies for their hunger pretty much renders the infant gameplay a pointless formality.
You could just afk the first 4 or so years.
To be fair if you have a good mom you dont have to do anything, i do it plenty of times, same as walking babys are a nightmare to pickup while afk babys are easy to maintain ofcourse only works if your mom does not want to run somewhere with something in her hands
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I agree with so much of this! And I'm glad we already got a response from Jason.
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