I'm going to paste my question here too, since it's simmilar, in the hopes that PM will answer it
P.M. What was the design decision behind stickers?
They don't make me feel like a God. The god of stickers maybe, or the god of chores, but not a "G"od.
Why does a God have to collect resources? Wait, didn't we created those in the first place?
You promised us a God game, but you bring mechanics of a RTS.
These guys tried to make a game years ago in the God genre YOU created. They didn't deliver it (they didn't asked money also), but I'm sure they nailed it:
http://www.indiedb.com/games/god-world/
A brief description of it:
The people in your world (YOUR WORLD, that you created, you added the trees, the animals, everything) learn by themselves, build by themselves, live their lifes. You watch and decide to act or not trough several ways. Burn a tree near their huts and they might learn how to make campfires.
Is this what Godus could had been? Or do your vision for a god game is different from what the team behind God World tried to acomplish?
Yes....? Peter, it's not about speed. It will never be. You can have fun playing a slow game, my Civilization V campaigns were set to EPIC (longer, slower progress) and I enjoyed it very much.
I'll repost here what I have already asked 5 times now, hopefully I'll get an answer from you this time
P.M. What was the design decision behind stickers?
They don't make me feel like a God. The god of stickers maybe, or the god of chores, but not a "G"od.
Why does a God have to collect resources? Wait, didn't we created those in the first place?
You promised us a God game, but you bring mechanics of a RTS.
These guys tried to make a game years ago in the God genre YOU created. They didn't deliver it (they didn't asked money also), but I'm sure they nailed it:
http://www.indiedb.com/games/god-world/
A brief description of it:
The people in your world (YOUR WORLD, that you created, you added the trees, the animals, everything) learn by themselves, build by themselves, live their lifes. You watch and decide to act or not trough several ways. Burn a tree near their huts and they might learn how to make campfires.
Is this what Godus could had been? Or do your vision for a god game is different from what the team behind God World tried to acomplish?
This is all people want:
http://projectzomboid.com/blog/category/news-development/
http://www.bay12games.com/dwarves/
~Weekly updates with funny in-game anecdotes, game-design decisions, setbacks, etc.
We explained that we were going to spend the Summer months focusing on the mobile version of the game in this post on our blog.
> Currently, the team’s current focus is polishing the iOS version for a casual audience based off how that audience plays the game. It’s worth remembering that the first ten months of Godus’ development focused entirely on the PC version of the game and it’s only been in the last few months that we’ve given the mobile version the care and attention it deserves. Rest assured that our focus will return to the PC version at the end of summer/beginning of autumn.
P.M. What was the design decision behind stickers?
They don't make me feel like a God. The god of stickers maybe, or the god of chores, but not a "G"od.
Why does a God have to collect resources? Wait, didn't we created those in the first place?
You promised us a God game, but you bring mechanics of a RTS.
These guys tried to make a game years ago in the God genre YOU created. They didn't deliver it (they didn't asked money also), but I'm sure they nailed it:
http://www.indiedb.com/games/god-world/
A brief description of it:
The people in your world (YOUR WORLD, that you created, you added the trees, the animals, everything) learn by themselves, build by themselves, live their lifes. You watch and decide to act or not trough several ways. Burn a tree near their huts and they might learn how to make campfires.
Is this what Godus could had been? Or do your vision for a god game is different from what the team behind God World tried to acomplish?
No,
You bought a game, hardly anyone will argue that in its currently playable state it's a good game, consensus is it's simply terrible. Have a read through the original Kickstarter, there are only two! statements that are not currently true of the current build: "cross-platform" and "immensely deep".
Sensible EU purchase protections (distance selling) largely apply to whether the good delivers matches its description and works. You can install and play the game through to end of the content, so it works. If you bought it off steam, you had an even more accurate description - the gameplay video, which is shallow, but accurate. If you bought it off kickstarter, it's not a pre-order, it's an investment with a hoped-for return.
Finally, it's not fucking finished yet! You don't like the current version fine, you don't like the next version, fine. Just unsubscribe from all notifications and check back in 6/12/18/24 months and you'll find either an announcement from 22cans (or community confirmation) that it's an abandoned project or an announcement of a v1.
Hi there, we talked about the game's ranged combat on our blog here and we implemented that feature a couple of weeks ago.
Really glad to hear you're enjoying the new Archer Followers!
The Settlements revamp will be hitting PC before the end of the month, that's what we're focusing on right now. For more info, please refer to this article on our blog: Redesigning Settlements – Our Philosophy
How about Banished, a non-conflict singleplayer city builder, written by one guy over three years? Only just bought it, but wondering if anyone else has played it awaiting GODUS?
I wouldn't say I disagree completely. Still, it's indeed an early version, and I do hope things will turn for better. If not... strange to hear certain reviews from the same person then. http://www.gamespot.com/articles/peter-molyneux-on-free-to-play-dungeon-keeper-this-is-ridiculous/1100-6417611/
I know this is old by internet time, but they've released a prototype you can check out. Very, very early, but might give you a rough feel for how it's going.
The core difference in gameplay between Godus on PC and on mobile is that Godus on PC is a pay-upfront experience whereas on mobile it is free-to-download and supported by in-app purchases.
On PC, you will only ever need to make one payment ever - that's when you purchase and download the game. All current and future gameplay content will not be sold as micro-transactions for real-world cash.
On mobile, you can purchase gems for real-world cash via in-app purchases. Gems can be used to speed up your progress and enhance your abilities.
Additionally, on mobile you can visit your Godus-playing friends' worlds by linking the game to Facebook.
On PC, we're currently testing a number of new features, such as Archer followers and Astari, bringing ranged combat to the game, as well as a procedural land generator and balance file editor.
For full details, please visit our official blog by following this link: http://www.22cans.com/latest-news/
I wouldn't really call the PC version of Godus "an afterthought" when we're doing so much work on it right now. You can find full details of just some of the new gameplay features and functions available to you as of this week here: New Features & Workshop Integration for Godus on Steam
As of the dual iOS/PC settlements update, there was only one difference, instead of buying gems, PC users could sacrifice followers for gems.
As of like, 10 minutes ago, they've put out an update for PC that includes more changes, tweaks to happiness, and they'll soon let you mess with the balance of timers and belief costs to your whim, to balance the game to your liking, and to let 22Cans know what is more to PC users tastes.
http://www.22cans.com/godus-v2-2-incremental-update-balance-file-modding-tool/
thanks a bunch, 22cans rly should remove this unless its like that in pc version
"Next up is the Wooden Lodge Abode, which unlocks at 70 Wheat – this will immediately start to increase your population level. Once you have reached 900 population level, you’ll unlock the final Wooden Abode called Wooden Cottage and this is the last Abode you can build on the grass layer. Once you have unlocked the Wooden Hut, Wooden Cabin, Wooden Lodge and Wooden Cottage, you’ll be able to use these from the first grass layer and ten layers above. Once you have reach the eleventh layer (dark green) above the first grass layer, you will no longer be able to progress with these Abodes." --- http://www.22cans.com/beginners-guide-to-abodes/
I don't think they abandoned this project, have they? Didn't they just release the combat version of Godus on PC not long ago?
Also, went over their official forum and then find this {http://www.22cans.com/forum/viewtopic.php?f=22&t=31228}
Here's the roadmap timeline from May of this year.
Besides starting to implement a happiness micromanagement system and some more voyages, I'm pretty sure the rest of this has been left unscratched.
You can read the whole news post from May to see what has been promised and has yet to deliver.
At the moment, we're releasing daily updates for the PC version of the game. More info here: Help Us with the Rapid Development of Godus on Steam!
> Was there a new beacon with the ios update? If so, I can't find it!
A new beacon will probably be added with the next major update, whenever that happens to be (the website says "Coming Soon"). From there it will probably be another series of beacons opening up the rest of Homewold... until you reach the Ark. And then you get to play in Wayworld.
So for now, we just maintain our current lands (or build them back up if you restarted like I did) and hope "soon" doesn't mean sometime next year... ;-)
Sure, it's the same as from the recent update for PC & Mac:
New content:
Fixes:
Yup, all four temples. From the inputs of others - this is kind of it (for now at least).
It was the input I got from the official forum page, when I asked.
So basically, I stopped playing a week ago, and now I just wait for the update.
We share details how we plan to implement a morality system into Godus in this article on our blog: Godus Roadmap – where are we headed?
Check out the section on Commandments to see how we plan to incorporate a system allowing for many shades of grey.
Thanks for the props, I'll pass that on! As for Settlements, we're right in the middle of comprehensively reworking their design and you can read about our intentions behind this revamp here: Redesigning Settlements – Our Philosophy
You can find a full gameplay guide to farming and mining settlements over on our blog by following this link: http://www.22cans.com/new-developer-build-update-settlements-guide-gameplay-livestream/
HOW SETTLEMENTS WORK:
• Once you reach the correct population level you will unlock the new mechanics for Settlements. • The first Farming and Mining Settlements will be free of cost (i.e. no stickers required). • In addition, the first Farming Settlement will not require belief either. • Once the new mechanics kick in for the Farming Settlements, each abode will cost 1 Wheat. • Once the Mining Settlement unlocks, it will cost 1 Ore and 1 Wheat to build an Abode. • Building Abodes within Settlements is free of charge. • Wheat and Ore no longer require collection as in previous versions of Godus. • Each Wheat crop and Ore deposit accounts for 1 or 2 Wheat/Ore points, depending on how many workers are gathering them.
HOW TO GET MORE WHEAT/ORE:
• Wheat/Ore will “NOT” regenerate no matter how long you leave Godus on! • If you would like more Wheat or Ore, build more Farms or Mines. • Build Farms or Mines outside of Settlements by leashing workers to empty plots. • Treat Wheat and Ore the same way as you treat your population.
HOW TO GET MORE FOLLOWERS:
• If you would like more Followers, destroy and then rebuild old Abodes. • Build Abodes within Farming and/or Mining Settlements to save spending Wheat or Ore on construction.
Godus is still in beta and as such is a pre-release version of the final game - it lacks the stability and many of the features that will be be included in the final release. If you choose to play the game while we're in beta, please be aware that it may not function as expected 100% of the time. Please bear this in mind when playing the game in its current work-in-progress state of development.
We provide a web forum that allows beta players to post feedback and discuss their experience playing Godus here: http://www.22cans.com/forum/
you don't need to jailbreak to get to the save files
but just replacing the save files in the app doesn't seem to work
i think it pulls the save from the cloud to verify(?)
not sure
P.M. What was the design decision behind stickers?
They don't make me feel like a God. The god of stickers maybe, or the god of chores, but not a "G"od.
Why does a God have to collect resources? Wait, didn't we created those in the first place?
You promised us a God game, but you bring mechanics of a RTS.
These guys tried to make a game years ago in the God genre YOU created. They didn't deliver it (they didn't asked money also), but I'm sure they nailed it:
http://www.indiedb.com/games/god-world/
The people in your world (YOUR WORLD, that you created, you added the trees, the animals, everything) learn by themselves, build by themselves, live their lifes. You watch and decide to act or not trough several ways. Burn a tree near their huts and they might learn how to make campfires. See the point I'm making?
Is this what Godus could had been? Or do your vision of a god game is completely different from what the team behind God World tried to do?