Community Announcements - Midnight Bacon


Following on from last week's update, Godus programmer's Richard & Ryan delve deeper in to the artificial intelligence and warband pathfinding currently being tweaked during the current development sprint and there’s also a round up from Producer Anthony

Commander AI

Richard has found time to go through just what the Commander AI is, in a bit more detail than before.

"Something we haven't talked much about is the “Commander AI” - this is the enemy god, the entity plotting and conniving to bring your fledgling society to its knees. Because of its huge scope, the Commander AI is something we'll be evolving and iterating on quite frequently as we proceed with our combat work. For now, however, let's talk about how the AI will want to start a game."


Commander AI - Before

"Citadels (the new name for military settlements) are key to combat. Having bigger citadels means you can have bigger warbands and more of them, giving you a substantial combat advantage. To make large citadels though, you need a lot of free space. As such, the AI will do its best to quickly clear rocks and trees and flatten land."

"Like you though, the AI has limited belief, so it has has to constantly weigh up whether it's more cost-effective for it to sculpt a piece of land, spending belief now to gain much more belief from any abodes built on it in the long-term. Or if it should instead use that belief on god powers, to try to cripple you in the early game."

"Nothing's as simple as it seems though. Experienced Godus players will be considering a lot of things as they sculpt. Will this sculpt make it easier for enemy warbands to get in attack range of my citadel? Or will it isolate my builders, preventing them from making more abodes? These are the sort of pitfalls that it's really easy for the AI to fall into, particularly in an extremely malleable world such as that of Godus, where the environment can be changed not only by the AI, but by the player as well."


Commander AI - After

"Our ultimate aim is to provide the player with an AI which is highly flexible and capable of providing both an enjoyable experience for new players and challenging & exciting gameplay for Godus veterans, over a long period of time. Getting the AI to this stage has been really enjoyable, so I'm looking forward to having more to tell and show you as we progress."


Pathfinding AI

Programming coder, Ryan spills the beans on the warband pathfinding found within the game.

"Pathfinding already exists in Godus and the followers often find themselves navigating through the world thanks to the pre-existing system. For combat, we’ve had to slightly redesign that system to allow for warbands to move in groups as they navigate across the maps on the player or the enemies command."



"Like a real army, the warbands move in formations by keeping together as they move across the maps and bunching together to traverse obstacles such as rocks, abodes and the terrain. Therefore, players will get an understanding that the warband should be considered one unit but that each of the members of that unit are individual soldiers following a single command."


Anthony's Sprint Review



“This sprint allowed us to fix some critical issues in the warbands pathfinding system. They can now stay in formation most of the time when moving on the map which is clearly the kind of result we wanted to achieve."

"The objective now is to make them move naturally and react dynamically to any change in the map (sculpting or AI actions). As one of the fundamentals actions in Combat, we’ll make sure to spend as much time as necessary on warbands movements: fun is clearly not an option when it comes to this kind of mechanics.”


Next Week

Next week we'll be looking at giving you a unique insight into our next development sprint!

As an added bonus, Annah has updated the combat art we previously released to reflect the progress made on the archer models.

Thanks
22cans



Community Announcements - Midnight Bacon


Last week we posted Annah's Combat Art Progress Update and that was well received with fans and the community. This week Konrad has found the time to speak about the design elements of combat.


Early Combat Design

"My original goal was to integrate combat into Homeworld and Weyworld, but after watching groups of soldiers slug it out in Homeworld in an early build of the combat implementation, it became immediately obvious a number of things were very off. Great care had been taken to create a peaceful Zen like atmosphere in Godus. Everything from the pacing, the visuals and the music and sound effect had been tailored towards this goal. And now these bloodthirsty warriors were ruining it all."

Another consideration was when to introduce combat, what role it would play and how. After all, we really want to create engaging wars. The structure and layout of Homeworld simply wasn’t very condusive to introducing combat in a big way. Weyworld was better, but still not ideal and I didn’t want players to have to wait that long to get stuck into battles. Homeworld takes a long time to play through after all. A good solution would be to create a whole new world designed with combat in mind from the ground up allowing us to showcase how this can be more like wars than just combat in the most impactful way while retaining the tranquil gameplay in Homeworld.


Example combat map

So the decision was made to introduce combat in a brand new world. We’ve been experimenting with world size and pacing and right now we’re finding combat works much better on smaller, more concise worlds. The pace of building and expansion (basically all the non-combat stuff) felt much too slow for a combat world, so we’ve also been experimenting with streamlining and speeding up that part of the gameplay. We want players to get stuck into combat quickly without being bogged down too long in extensive village building and sculpting.


Example combat map


Looking at the Graphical User Interface

We had to make some extensive changes to the control scheme and GUI to accommodate the needs of combat mechanics too. While leashing was a fine way of getting followers about in Homeworld, it proved too slow and imprecise for ordering troops about. We added controls for moving selected Warbands anywhere or having them attack any target with a single click, more akin to what players would expect from an RTS game.

In the last update you saw the changes to the GUI. The banners are a great multipurpose feedback and control tool. At a glance you can see how many Warbands you have, what type of soldier they are, what kind of shape they are in and what they are currently doing. Not only that, but clicking one will centre your screen directly on the Warband allowing for fast navigation of the map to where it counts.




Of course, the new GUI features are taking up the space previously occupied by the Timeline button and unlocked cards display. The GUI change, different method of moving followers and various other mechanics adjustments are all contributing to making a combat world very different to Homeworld and Weyworld. Combat is rapidly evolving into an entirely separate mode altogether. The great advantage of this is that by keeping the gameplay experience of Homeworld and combat separate, we don’t have to try to squeeze everything into a single mode and make large GUI, tone and gameplay compromises. We already have systems and the precedent of delivering a different game mode within Godus (Voyages) and it’s becoming more and more attractive to deliver a combat experience in a similar manner.





Next Week - Programming


Anthony - Producer

Production time! Next week we'll have the finalisation of this combat sprint and a similarly in-depth look at the programming side of development with Richard.



"I've been stripping the tasks into JIRA for the next sprint and planning the finalisation week for this one. Next week, along with Richard's Programming Update, I'll share the contents of our next sprint plan and a small review of this one."

Thanks and catch up soon
22cans team!
Community Announcements - Midnight Bacon


Following on from last week's update, Godus artist, Annah takes you through a few of the art elements being worked on during the current development sprint and a few words from Konrad.

Skinning & Modelling

"The Warbands are initially consisting of a small army of archers, so I thought it would be fun to give them a ‘Robin Hood’ style outfit and hat, with a quiver on their backs. "

"Their uniform colours (blue, red etc) denote whether their allegiance is to you or an enemy, and will help identify them in the field."

"However, after some in-game testing, we’ve realised that they needed to be modified slightly. Currently their build is very similar to a follower so it is quite hard to distinguish between each character (especially when you are zoomed far out, which is the popular viewpoint in when in combat.)"




"I’ve been bulking them up a bit, upgrading their costume, creating some female versions (because equal opportunities), and give their hats some more definition, among other things."

"The ‘skinning’ is the process of attaching the model to a rig, which has animations assigned to it. In Godus, we tend to use just a couple of rigs and I have to make sure the model is correctly skinned to these otherwise you can get some very strange character movements in game!"



Creating Warband Banners

"Warband banners appear when you create a warband through your military settlement."

"You move these around the map to navigate your warband. These banners need to show your colour, as well as the colour of the warband (something I’ll touch on in the GUI design below), be able to stack, animate, scale and potentially be carried by a member of the warband. The player banners also need to be easily distinguished from the enemy banners."



"At the moment the simplest way to show this is through a band of colour along the top that denotes your team colour, and the bottom colour displaying the warbands colour. The enemy banners are a different shape, and all one colour. Symbols on the banners may be added at a later date."



Combat UI - A Word from Konrad

Before Annah goes into detail regarding the user interface for combat, Konrad wanted to make sure people realise how much combat has changed and progressed from the Godus Alpha.



"While combat isn't new to Godus, some of our backers have experienced a crude, basic iteration of it in our early Alpha. At that time it really hadn't been the focus for development that it is now. This new combat implementation brought about some interesting changes and problems."

"The Alpha combat did not mesh well with the tone and feel of Godus. We experimented with introducing military settlements into Homeward & Weyword and the result was deemed very unsatisfactory, feeling very much out of place and shoehorned in."

“Over the last few months I’ve been experimenting with different worlds for combat to take place in. It’s changing the feel of what we have but for the better, I think."


Combat UI - Back to Annah!

"We needed a way of being able to select and view the warbands easily, as well as seeing their current status, even if they were not on screen."

"This involved rearranging the GUI a bit to allow for a strip of warband banners along the top. Initially, you will only be able to see the very bottom of a banner, but as soon as you are able to create a warband then it drops down slightly to notify you can do so through your Military Settlement."




"Each banner will display the colour of the warband (which is the same as the field warband banner), the warband rank (in stars along the top), an animated character that will represent whatever the warband is doing at that moment (i.e. running in a particular direction, standing still, or fighting), and the number at the base tells you how many there are in the warband. "

"When a warband's health begins to deteriorate, the banner becomes more and more ragged. When they are close to being wiped out, they'll be virtually ruined. Clicking on a top banner will take you to that warband, highlighted by a ring on the ground and potentially a line from the banner for the war band."




"We’ve moved the card button to the bottom left, so we can install a warning button. This spiky circle will tell you if a settlement, abode or warband is under attack, and clicking on it will take you directly to the problem area."

The GUI is always subject to change throughout implementation and testing as we discover the best ways for combat navigation.

Next Week

The next progress update will focus on the Design elements of this sprint. Konrad will give everyone a unique look into creating the artificial intelligence and level design structure. Here's a reminder of the sprint plan:



Thanks and catch up soon,
22cans team!
Community Announcements - Midnight Bacon


Hello everyone!

Sorry for the period of quiet lately, we've had an exceedingly busy few weeks. In case you haven't heard we've had a number of new people join our band of creatives here at 22cans, including our new CEO - Simon Phillips!



We've managed to pull Simon away from his busy day to say hello:

“Hi, Simon here. It’s been an incredibly exciting and an incredibly busy few weeks here at 22cans. I’ve recently joined the company as CEO and part of that role includes looking at all the ongoing ways we can work smarter, more dynamically and produce better results."

Within this we solidified our company mission statement and that is ‘To create world changing ideas’, something that I genuinely believe we can do with the incredible talent we have in the studio. Godus is still very much part of our plans and will continue to be developed with the support of our, rather passionate, community."

"I hope to interact with the community as much as time allows and look forward to the team bringing high quality, meaningful updates on progress."


You can read more about Simon's arrival and the rest of the new staff on Develop Online

Right, what's been happening on Godus recently?

Well today we're starting something new, fresh, snazzy with the way we deliver information to our community and players! (That's you!)

Producer Anthony - another of the new 22cans members - has laid out our Sprint plan for Combat over the next few weeks and going forward we'll be giving you and idea of what we'll be working and how we're doing it.

A sprint is a period of time, usually one to three weeks, where the development team are all focused on completing specific elements. We use sprints internally to set reachable goals and targets to further the often tricky development cycle.

In Sprint 1, we'll be looking at the work done by the programmers, artists and designers. Here's our plan for the next three weeks.




Anthony - Producer

"In this sprint the team is busy working on the archers units. As one of the brand new addition to combat in Godus, it is really important that controlling and killing of these characters feel awesome. The team has been hard at work to make sure the basic combat interactions feel just right when put into players’ hands: from improving the pathfinding to iterating on the archers 3D models, this first sprint will all be about what players will see and manipulate when combating in Godus."

Over the coming week's we'll be sharing insights from the Art, Programming & Design team about their Sprint progression, challenges and impressions. Next week we'll be featuring Annah's upcoming artwork.

Thanks and catch up soon,
22cans team!
Community Announcements - sphillips
TEST
Community Announcements - Midnight Bacon


Thanks Pavle!

At the end of the month, Godus programmer Pavle has decided to move on to other things. Pavle has been known around the studio for his messy desk, passionate nature and love of Jaegerbombs.

Pavle has also been involved with our Kickstarter 'Making of' Documentary which is getting the finishing touches ironed out right now. Keep an eye out for more Documentary news in the coming weeks.

We wish him all the best with all his future endeavours.


We asked Pavle to have his own say about his time at 22cans:

"22cans was my first job, ever."

"I got an internship here after one year of university at the Instituto Superior Técnico in sunny Portugal because of an off-the-cuff e-mail I sent Peter Molyneux. In that e-mail I explained that I, while I was completely unexperienced and mostly uneducated, I was passionate about making amazing games and I was willing to work for very little money."

"I never expected anyone to even read that e-mail."

"Peter had just put up the address on a couple of articles about 22cans and I expected him to be getting flooded with correspondence, but he forwarded me to Tim Rance, who got me on a couple of skype calls with himself and the team (22cans had around 6 people at this time). Based on these calls the people at 22cans flew me over to Guildford and changed my life."


Pavle, Jack & Paul during development of Curiosity

"Through the madness of Curiosity I learned how to work really hard while still having an amazing time. At the same time I learned how to live by myself. With the Kickstarter campaign I was amazed by the support of people from around the world, and then with Godus I learned, and I'm still learning, how much a product needs to evolve to become great, and how much work that takes."

"Leaving has been a very hard decision but I'm comforted by the fact that I'll remain in touch with all the friends I've made here and Godus is left in the incredibly capable hands of Richard, Ryan and the rest of 22cans."

"My three years at 22cans were the most formative, interesting, amazing years of my life. I leave owing a tremendous debt of gratitude to everyone at 22cans that has taught me something or just helped me survive these secretly amazing grey English winters."

"I'll still be working as hard as I can these next 2 weeks but I might spend my last day hiding in the kitchen, reminiscing of the good times."





Meet Ryan

We have a new addition to the Godus programming team - Say hello to Ryan!

Tell us about yourself, Ryan!

"So.. My name is Ryan and I'm currently interning at 22cans as part of my course at Goldsmiths University. Before that, I studied Computer Science and previously worked for a design company as a creative technologist."

"I wanted to work for 22cans because I really enjoyed curiosity and Godus and I thought that it'd be great to be a part of the talented team at 22cans."


Ryan is currently working on our Combat Warbands - Creating a navigation system that allows the warband to navigate to their paths whilst staying in formation to give a more realistic feel to them. Neat!
Community Announcements - Midnight Bacon


What's been happening this week?

This week the team have working hard at polishing off a Combat build for an internal preview that, if successful, will be pushed to our Opt-In testing branch early next week! Most of the initial time consuming groundwork has been implemented and the team are now focusing on challenging artificial intelligence, tricky GUI elements and Annah's awesome art assets.

Thanks Jack!

As you may have heard, Jack Attridge - one of the original Godus co-designers left the 22cans team this week. He's off to start his own gaming venture after years of mentoring from Peter Molyneux and the rest of the team. Before Jack left, he was in charge of finishing off the 22cans Documentary mentioned in our Kickstarter.

Keep an eye out for this in the near future!

Good Luck Jack!



Fancy New Godus Combat Art!

Annah has created two new bits of Godus artwork and they're combat themed! He's a little glimpse at the sort of destruction that you can come to expect from the combat found in the final version.



Wallpaper One - Click here for 1080p Resolution Wallpaper!

Wallpaper One - Click here for 4K Resolution Wallpaper!



Click here for Full Sized Wallpaper! Wallpaper Two


Godus Opt-In Developer Builds

With all this talk of Godus Combat and Opt-In builds, we thought it might be time to remind the community about how to access our often buggy but feature packed Developer Builds! Please remember that these builds are meant for testing and might include all kinds of bugs that haven't been swatted by Martin yet!

Now is the perfect opportunity to dive in to Opt-In!

How to Opt In to Developer Builds

If you'd like to participate in our regular developer builds, just follow the easy instructions below.
  • Go to your Steam Library
  • Right click on GODUS and select "Properties"
  • Click on the "Betas" tab
  • Enter your beta access code, which is ‘22canstester'
  • Click "Check Code"
  • Click on the dropdown menu and make sure “releasetest” is selected
  • Hit "Close" and you're all set

At this point it's probably a good time to mention that players should create a back up of their Godus save games. In the event of a nasty bug, they'll be able to revert back with minimal problems!

Just follow the steps below:
  • Right click on Godus in your steam library
  • Select "Properties"
  • Go across to the "LOCAL FILES" tab
  • Select "Browse Local Files
  • Find the folder starting with "prf1" and make a copy somewhere save
  • Then to reload your old save if something goes wrong simply copy the contents from the OLD prf older into the NEW folder prf folder and when you next load the game it should be back to your old world.



Konrad's Korner

This week Konrad returned from his travels around Japan. After guzzling many of the sweets and goodies he brought back, we managed to ask him a few questions from community members regarding Combat!

https://www.youtube.com/watch?v=C7pjVrdxULA

Recent Bug Fixes

Martin is constantly inundated from the community with bugs found within Godus. Here's a recent list of ones Martin has squashed.
    ​​
  • The game crashes after relaunching the game while on any tutorial
    ​​
  • The game keeps on crashing when the user builds the first abode then relaunches the game
    ​​
  • User is unable to proceed to 'Weyworld' after unlocking and sailing the 'Ark' on 'Homeworld'
    ​​
  • The game randomly hitches while playing through the game
    ​​
  • The land under some Settlements reverts to its initial land formation after the user plays again on Weyworld
    ​​
  • Upgrading the 'Farming Settlement' will change the 'Settlement Size' value for 'Mining Settlement' and 'Builder Settlement' info modal on the 'Timiline' UI
    ​​
  • The description of the Shrine of Stamina ( Stronger Followers ) on the Timeline UI is incorrect
    ​​
  • Astari festival started after conquering Astari Village
    ​​
  • Various Translation Errors
    ​​
  • The value / text displayed on the Super Boost card description is incorrect

Friday GIF!

Here's a look at Richard's AI in motion! Here the computer AI is creating, squishing and evolving their follower lands. You can see that Richard isn't actually controlling it as the mouse pointer is completely stationary!



See you next week & keep sculpting!
Community Announcements - Midnight Bacon


Hello!

We recently realised that our current support methods weren't working as well as we were hoping it would. Each day we we receive numerous support tickets from players on PC, Mac & Mobile platforms and we weren't able handle them in a way that we were happy with.

So today, our new Support Portal is available to everyone! Check it out here - 22cans Support

Here's what it looks like:



About the new Support Portal

22cans Community Manager, Dave has been working on bringing it to life. Let's ask Dave some questions!

What does the new support portal do?

"In our new, tidy and clear layout, it's never been easier to find the answers to any of your Godus problems, whether it's looking for some in-games tips or if you've come across new bug and you'd like to know if we're aware of it."


Our Community Manager Dave dealing with support queries.

How is it better than before?

"The previous portal was really rather clunky and definitely seemed quite hard to find the correct information needed to answer your Frequently Asked Questions! Now you can access the FAQ's through selection of easy to use flows."

How does it help 22cans?

"This new Customer Support portal, will allow us to answers Support Tickets more quickly and allow us to track down the newer bugs that are currently in-game."

Cheers Dave!

The new Support Portal is available now and will be able to answer many questions from PC, Mac & Mobile versions of Godus. If you feel that your question cannot be answered by the new system, tickets are still available to help out with the difficult problems!

http://www.22cans.com/support/


Community Announcements - Midnight Bacon


The Eggquinox!

It's all gone a bit hoppy here at 22cans! Join us as we take a look at the Godus' Eggquinox Extravaganza!

For the next 7 days, Godus has been turned into an Easter playground! Our new artist Annah has been hopping away all week creating a host of new Easter & Rabbit related content.
  • The Astari have donned extremely cute Rabbit masks and will continue to run havoc around the lands.

  • Miners have replaced their usual helmets with broken egg shell hats and Farmers now harvest their crops wearing yellow chick outfits!

  • The green grass and brown soil has been transformed into the pastel shades of Spring and your lands have been covered in daffodils & tulips.

  • Settlements have been kitted out with egg related props such as baskets full of coloured eggs, little burrows with a bunny bum poking out and more!
All available right now for free on PC & Mac!






Mar 31
Community Announcements - Midnight Bacon


As a few of you already know, fabs is leaving 22cans and off to work in the mystifying world of VR.

fabs has been involved with 22cans for well over two years and has helped Curiosity & Godus progress from the first beginnings into two successful titles across different platforms.

We managed to corner fabs to talk about his time at 22cans and working on Godus before he disappeared.

What's the best thing you've got out of your time at 22cans?

"It’s been educational for me."

"Coming to 22cans right at the beginning, back when Curiosity was an idea and not even announced. I was thrown in at the deep end with all sorts of new things."

"I had to pick up C# for Unity, and I had to learn PHP, and how to run web servers for getting the cube data to and from iPhones and iPads. That was another thing I’d never worked on: mobiles, I’d always been a PC or console developer before. For a lot of the server work, I got to use C++11 in Linux for the first time professionally, which was really pleasant, as I’m a big fan of C++. 11 and 14 were like an old band suddenly releasing a new album, which is funny, because Godspeed You! Black Emperor just reunited to do some more music together too."

"Things like that have been constant at 22cans. Learning, and using that new knowledge, has kept me constantly interested. When we had a lull of cool new things, I would feel the nag to do something, and that’s probably why I started dabbling in Haskell."


What made you join 22cans?

"I came to the cannery off the back of a console game release after hearing that Peter Molyneux was setting up a new company. I wanted to be in that team, and be part of a new and potentially historic moment in gaming. I am not driven by simple financial gain, so when I saw that he was going to try to do something different, I felt I couldn’t say no to the offer of a position on the team."

"The code team has almost no overlap, with juniors and seniors, with console developers and those that had come from mobile, and those from outside games entirely. The mix has been both challenging and inspiring; I’d never change it."

"The varied skills create an atmosphere of shared knowledge and respect, with curators for different areas and technologies."


fabs is sad on his last day.

What was the best moment from working at 22cans?

"In previous employments, the times that have shone have always been the times where I’ve been learning and implementing new things. Inventing just in time, and producing to a deadline is a fantastic feeling."

"The best moment for me was just before the kickstarter campaign when I was given a weekend to implement a prototype for the landscape rendering for Godus."

"The early days of Godus were really fast, get stuff done, working as a team with a really well communicated common goal. Those times we iterated so fast that everyone was excited to see what had changed by the end of the day."


So, Godus?

"Godus was a lot of fun to develop for me, as I got to spend quite a bit of time optimising the game, and working with landscape rendering and shaders. Shaders are a place where you can invent quickly, see your mistakes and successes really fast, and iterate on problems without fear of breaking things."

"They’re a thing of beauty to a person like me, who loves maths and wants to make something that other people will enjoy. Optimisation is fun, but in a different way. Sometimes, you have to rewrite quite a lot of code to make a difference, and sometimes you can just spot a mistake, or something is in the wrong order, and a single line of code difference can make a huge impact."

"Take for example the beautify code, there was a bug in there that meant that beautify was being slowed down by houses, a very simple mistake made by someone when they first implemented the update, all fixed by adding a spatial lookup, and now the frame rate has stabilised completely."

"Optimising the landscape was an exercise in constant refinement. There were never any big gains to be made, but there was always a slightly better way to access and use the data. Memory bandwidth was always the bottleneck in that code as voxels and vertices and how much influence they have on each other causes a lot of reads and writes from memory."

"That time is over now."

Are you leaving Godus in a good shape?

"Godus is as pretty as it needs to be (coding wise), and there’s not much more performance we can get out of it without a major rewrite."

"Due to this, last year I took over the savegame systems, making sure that saves were as robust as they could be, as backward compatible as possible, and as recoverable as possible when all that fails. The amount of data in godus, the followers, their houses, where they are going, the land on which they are walking, that all adds up to quite a bit, and to make that seamlessly migrate between different devices is no simple task. So many moving parts leads to so many corner cases, and it’s the corner cases where the bugs hide."

"There’s a hundred war stories about savegame bugs, but the scariest one was the case where the houses just would all vanish at once. We finally traced it down to an issue with the network layer not handling really large lumps of data, and the houses were the biggest thing. The quick fix, and the one that was put in just before release on iOS, was to just zip the data before storing it, hoping that we could find the real cause and fix it properly quick enough to put out a new built. Finding the root cause, proving it, and then fixing it was much harder. We got hold of the source code so we could trace it down, and I was able to find the single line where a message header was being misread under very specific circumstances, because it was overlapping a boundary between two larger container packets that were just the right size and timing."

"The bug was found in code that had been working for years, in other people’s released games, and yet it was there and only found because we had really big lumps of save data for our houses while doing other smaller messages. When you find these bugs, you start to think that there are probably millions of bugs out there going unnoticed, waiting to break something in a horrible way, because they are in code that has been thoroughly tested and been working for years."


fabs is taking it hard


You were always pretty involved with the community, any messages for them?

"I’ve enjoyed being more involved with the community, both on the Proboards and on Steam forums. I’ve never held my punches, and I think the community warmed to my openness."

"I’ve got plans in the years to come of going full Indie, not for some time, but when I do, I know that an open forum is a healthy forum, and humour goes hand in hand with misunderstanding."


Oh... How about that secret feature you were working on?

"I had a last Hurrah! before I headed off in the shape of a semi secret feature, and a super secret feature. Not things I specialise in, either of them. The semi secret feature was just some new editor tools, which will be useful in case we do move to a more level based Godus, one that has real progression in a the tradition of Peter’s other games."

"I always felt that the desktop version of Godus was always Black and White 3 in spirit, and in that respect, multiple worlds of your homeworld seemed like an inevitability."

"Regarding the super secret feature, I think I’ve made it pretty public that I’m not a fan of F2P, and so it wasn’t so much a task that only I could do, but one that I found to be quite therapeutic."

"I hope you all like it."
...

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