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Now that .6 is released... what's next?

Discussion in 'Steve's Thoughts (The Developer Forum)' started by SteveTest, Jan 21, 2018.

  1. SteveTest

    SteveTest Viceroy-in-Training

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    So this has been a hectic few days. Getting the game ready for launch, packaging an installer file, getting the web site ready, getting the shop ready, getting Paypal ready.... it's not as easy as the commercials make you think!! And with all that I thought could go wrong, having issues with the link syntax was literally as low on the list as you can imagine. But we're just about clear of all that, so tomorrow I will start announcing our wider launch to several news sites and blogs that follow us.

    If you're reading this as the very first wave of early adopters, I once again appreciate your patience. This is effectively a one-man operation with regards to the physical programming and store/web development, so I don't have the same resources as EA, alas. But thanks to each and every one of you who showed confidence in AotSS enough to support it in its' .6 version.

    So what now?

    Well, I'm going to be working on bugs mainly. We have a support forum where I will have a bug tracking form that you can use to report a bug. Release .6.1 will be mainly about stamping out bugs. Note that some 'bugs' are actually missing features. I'll probably just remove the placeholder art from the screen to avoid any confusion.

    I'm also going to record a few 'How to Play' videos, maybe the first tonight. These will help people understand how to do things like projects and Actions. Just fumbling around, without knowing how to play, people might get frustrated ('What the hell... there's nothing for the player to do!') There is, but you have to know where to look and what modes you can do things in. So the video will be more about explaining how to do things, as opposed to 'why' you might do things.

    I have a week off coming up for my birthday, so I'll be working on the game 10 hours a day this week. I'm really excited to start bringing the intel system (you can spy on characters and learn what they are doing) and the diplomacy system (negotiating with House leaders to change your relations). The character AI will also start to come online, and we will be adding more 3D planets and sounds/music so it feels more like a game.

    In the meantime, please participate in the forums!! We made the conscious decision to release a very early version at a very cheap price because we want to make the game as good as possible, and the more people that have it in their hands, and find ways to beat and tear the game asunder, the better we can make the game. So talk! Participate! Let us know what you want to see! Just because we don't have a clever moniker like Games2Gether doesn't mean we can't build this together.

    Just tell us how!

    -Steve
     
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    Soar, Hyfrydle and ijov like this.
  2. Samuel Skinner

    Samuel Skinner Viceroy-in-Training

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    So far the game is pretty decent; aside from some irregular glitches it functions normally. Unfortunately for a game about politics, it lacks that part yet; I think you guys will see more commentators and interest once you have the difficulty and push-back from the AI pursuing its interests. Nothing like an assassination or two to transition from Factorio to Crusader Kings.

    Three questions:
    1) Is the development pace (the one from April 2016) still being followed? It has a month or two between each new build.

    2) What are the stats and descriptions of the cultures? I've seen the 6 mid-cultures since they occasionally migrate to the starting zone, but there is no description and except for Chimaeric and Pythean, no references to them elsewhere.

    3) I can do lore writing, but it looks like you guys enjoy that and are good at it, so play testing is probably what you need. What specifically would be best to concentrate on?
     
    #2
  3. Texashawk

    Texashawk Developer
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    Probably right now the balance of Projects and how easy or hard it is to keep your planets running smoothly. Thanks!
     
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  4. Soar

    Soar Viceroy-in-Training

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    Just dropping in to congratulate you on a new public release. Unfortunately I have too much on my plate to be likely to be around for the testing phases of this incarnation of the game, but the central premise of Imperia always had a lot of promise, and I will definitely check out the game again once it's realized with the full version. Best of luck!
     
    #4
  5. Samuel Skinner

    Samuel Skinner Viceroy-in-Training

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    Right now it looks like the intended way to play is you use your starting income to establish mining settlements and having the projects under the supervision of people in the relevant system; some of them have high enough admin to get the job done in a single turn. Expansion looks to be either probe/build logistic station or expand logistic station then scout systems under the umbrella; however I don't know how much territory different level logistic stations cover so I can't say if the second option works (probably is faster and more expensive).

    Unfortunately I've run into an issue; I'm not sure if it is because I'm running more then one project in a turn or some other factor but the length of time the project reports doesn't match with how long it is taking in the queue. That makes it difficult to judge their balance.

    There is something I can look at easily though- starting position. Like most 4xs this affects the difficulty and way you play; I'll run a run of tests on that.
     
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  6. Packrat

    Packrat Viceroy-in-Training

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    One weird thing I have noticed is that if I start a project, assign people, then unassigned them? They often appear to vanish from the pool of potential people and there does not seem to be any way to get them back.

    Outside of that I think some kind of mouse over for administration that shows how it is calculated would be extremely handy. I have previously seen an Admin Skill 3 viceroy who is allied to me and in the same system as a project, with 100+ administration, who is able to provide 0 admin to a project. Why? There is no doubt a reason but it is very hard to tell what.
     
    #6
  7. Texashawk

    Texashawk Developer
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    Hm. Not a bad idea. Remember if the number is red it means that the character is not within the target for the Project’s chain of command, and the efficiency will be much lower. Also factors are he relationship of the character towards you, the relationship of the character’s House towards you, and the character’s Culture (Ideas matter about how they ‘feel’ about a project; for example Cultures with high Conservatism won’t like any Project that increase Admin) So maybe a tooltip would help. As for the missing people, try resorting after removing someone. If it’s still an issue, I’ll look into it!

    -Steve
     
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  8. Texashawk

    Texashawk Developer
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    That’s by design. The ETA is estimated only. What I could do to be a little less confusing is give a range of min-max ETAs.

    -Steve
     
    #8
  9. ijov

    ijov Viceroy-in-Training

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    I wouldn't use ranges. Isn't it part of the game to guess how much a character likes the player character, to learn and use the web of important people in this galaxy? Clear/numerical ranges (different for specific character combinations) would be too easy to read, IMHO.
     
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    Last edited: Jan 27, 2018
  10. VineFynn

    VineFynn Viceroy-in-Training

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    Coming back to this community after 3 years, I'm glad to see that yours is one of the rare games that has survived the mandatory "real life" wringer that all passion projects go through.

    I'll be honest, when I first discovered Imperia, I was pleased a project like this existed and actually had some meat on its bones, but I expected it to go south like most ambitious concepts of this sort. And for a time, I was right. I checked in somewhat frequently at the blog, and the news of the child condemned this project to abandonware in my mind, as it would most in reality. But ultimately, I was wrong.

    You released it! You're a number of months late- which I noted when September zoomed past last year- but as far as I'm concerned, your pushing through team members coming and going, multiple engine changes, a child and professionalising/commercialising the development of Imperia (with the accompanying discipline required to avoid feature bloat by creating and sticking to a GDD) has proven your commitment and (maybe more importantly) your ability to make a game of this scope, focus and setting finally (*finally*) happen. This project is resilient, you are competent, and this whole enterprise *deserves* to succeed.

    As such, you have my money. Even if you got hit by a car tomorrow and this never got finished, I would not regret my purchase one bit. You are one of the few people who can proudly say you earned your early access money.

    Good luck.
     
    #10

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