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Early Dev / Re: An early modern sociopolitical simulation
« on: April 19, 2017, 11:45:58 PM »
> I found it worthwhile to answer most of them, well, in some way. Somehow it gave me more motivation, so thank you for this.
That's exactly what I wrote them for, glad it helped! I know some people would've thought of them as weird/hostile/whatever but they're absolutely not, they're just a honest assessment of the big picture here!
> I just think it makes the map feel more real
Doesn't look real at all. Take a look at medieval france. Your map gives the impression there's easily between 5 to 20 more villages in the same amount of space http://www.medieval-spell.com/Images/Travel-France/Travel-France-Map.jpg
> these villages and provinces have also a strategic meaning in my game, since each one of them can be conquered, occupied, hold as a land property
It's going to become a chore after the 10 or 20 first conquests. It's also impossible to balance any game as to make capturing all of them give the player a sensible reward. You'll either have to make the reward very small (near worthless) or, if the bonus is bigger, the game is going to be unbalanced (the game is "won" prematurely after a certain number of villages is conquered).
Such achievements as conquering a city need to be more rare to be meaningful. Conquering one city in 20 is a big achievement - both for the player and on gameplay terms. Conquering one city in a hundred, like your map shows, is meaningless and probably more a chore than anything else.
> I don't frame it as a potential Kickstarter
In all honesty, I doubt it'll ever be. KS is not the "dreamland" it was on the early years, the hype is gone. Now even very mature, professional projects pushed by industry veterans are failing to get funded and I think your game is very much a niche thing done by a nobody (sorry, but in the game's industry, you are).
> I don't think the risks are high
It's not a matter of losing a bet. It's a matter of "what is the best way to go around achieving my goals".
> I'm interested to see how the things (read: the simulation) will work in terms of hardware usage
I really doubt you'll be pushing any hardware limits in 2017 unless you're going for a model where you're simulating every single citizen in your villages all the time - which really you shouldn't, with what you want to accomplish. Premature optimization is one of the worst things a programmer can do and you seem very eager to do exactly that http://ubiquity.acm.org/article.cfm?id=1513451
> It's mostly integrating global maps into the voxeljs
You mean this is a 3D game?! As if it wasn't ambitious enough
> I should install that Wine sometime, I guess (to run it on Linux).
I've talked to the creator a couple of times. Linux support is on the way.
> exploratory programming where I'm able to build and debug and change/refactor things very quickly
Go with Python then? I think it's got plenty of mature tools for math and statistics, probably much more and better than CLisp. It also the third most used language on GitHub, meaning it wil be a lot easier for people to join the effort later on. I doubt CLisp is even in the top 50, to be honest.
> CL lets me actually mix paradigms
You may like that but to most people this makes the code unreadable. Most amateur programmers don't even realize there is more than one paradigm, let alone work with multiple in a single project.
Having more than one language and having a "spec" implementation are terrible ideas, even more so for the sheer size of your ambitions. Unless, of course you do it smart (like having a core engine and a scripting language).
Look man, I'm going to be honest with you. I would doubt anyone could pull this all through, even a great programmer but reading your entire reply just makes me think you're waaaay, waaaay too green and naive for all of this. This was already a huge project and now you're suddenly talking about 3D and multiplayer like it's no big deal. You're talking about using voxeljs as your client even though it has no built-in networking layer.
If that is really your passion, great, go for it, but I'm disengaging from this conversation because I don't want to incentivize you to do something I don't think you're anywhere close to being ready to tackle. If you're going for it, get an alpha version or demo ready, come back and show people what you've done. It's going to take you a many months of hard work to even get there, maybe even a year or two before there's anything playable and I'm not sure you understand it.
My advice to you: instead of going for something that is, for all intents and purposes, bigger than Minecraft or similar in scope to Dwarf Fortress (except multiplayer 3D ), why don't you put this aside for later and start with a smaller game? Maybe something like a lesser Daggerfall? Just a couple cities, a handful of dungeons. Once you got some actual experience to your name and you fully understand the amount of work you're talking about, you can consider coming back to all of this with renewed strength and actually put some work into it.
I am not in a position to judge if you're ready or not to pull off this huge project, I don't know you. What I can guarantee you though, is that if you're not ready, and you try to, you will fail. I guarantee it. Do yourself a favor and if you really love this idea so much, consider doing something (much) smaller as a first public project before moving on to something even the greatest programmers and game devs would have serious reservations about ever starting on their own.
That's exactly what I wrote them for, glad it helped! I know some people would've thought of them as weird/hostile/whatever but they're absolutely not, they're just a honest assessment of the big picture here!
> I just think it makes the map feel more real
Doesn't look real at all. Take a look at medieval france. Your map gives the impression there's easily between 5 to 20 more villages in the same amount of space http://www.medieval-spell.com/Images/Travel-France/Travel-France-Map.jpg
> these villages and provinces have also a strategic meaning in my game, since each one of them can be conquered, occupied, hold as a land property
It's going to become a chore after the 10 or 20 first conquests. It's also impossible to balance any game as to make capturing all of them give the player a sensible reward. You'll either have to make the reward very small (near worthless) or, if the bonus is bigger, the game is going to be unbalanced (the game is "won" prematurely after a certain number of villages is conquered).
Such achievements as conquering a city need to be more rare to be meaningful. Conquering one city in 20 is a big achievement - both for the player and on gameplay terms. Conquering one city in a hundred, like your map shows, is meaningless and probably more a chore than anything else.
> I don't frame it as a potential Kickstarter
In all honesty, I doubt it'll ever be. KS is not the "dreamland" it was on the early years, the hype is gone. Now even very mature, professional projects pushed by industry veterans are failing to get funded and I think your game is very much a niche thing done by a nobody (sorry, but in the game's industry, you are).
> I don't think the risks are high
It's not a matter of losing a bet. It's a matter of "what is the best way to go around achieving my goals".
> I'm interested to see how the things (read: the simulation) will work in terms of hardware usage
I really doubt you'll be pushing any hardware limits in 2017 unless you're going for a model where you're simulating every single citizen in your villages all the time - which really you shouldn't, with what you want to accomplish. Premature optimization is one of the worst things a programmer can do and you seem very eager to do exactly that http://ubiquity.acm.org/article.cfm?id=1513451
> It's mostly integrating global maps into the voxeljs
You mean this is a 3D game?! As if it wasn't ambitious enough
> I should install that Wine sometime, I guess (to run it on Linux).
I've talked to the creator a couple of times. Linux support is on the way.
> exploratory programming where I'm able to build and debug and change/refactor things very quickly
Go with Python then? I think it's got plenty of mature tools for math and statistics, probably much more and better than CLisp. It also the third most used language on GitHub, meaning it wil be a lot easier for people to join the effort later on. I doubt CLisp is even in the top 50, to be honest.
> CL lets me actually mix paradigms
You may like that but to most people this makes the code unreadable. Most amateur programmers don't even realize there is more than one paradigm, let alone work with multiple in a single project.
Having more than one language and having a "spec" implementation are terrible ideas, even more so for the sheer size of your ambitions. Unless, of course you do it smart (like having a core engine and a scripting language).
Look man, I'm going to be honest with you. I would doubt anyone could pull this all through, even a great programmer but reading your entire reply just makes me think you're waaaay, waaaay too green and naive for all of this. This was already a huge project and now you're suddenly talking about 3D and multiplayer like it's no big deal. You're talking about using voxeljs as your client even though it has no built-in networking layer.
If that is really your passion, great, go for it, but I'm disengaging from this conversation because I don't want to incentivize you to do something I don't think you're anywhere close to being ready to tackle. If you're going for it, get an alpha version or demo ready, come back and show people what you've done. It's going to take you a many months of hard work to even get there, maybe even a year or two before there's anything playable and I'm not sure you understand it.
My advice to you: instead of going for something that is, for all intents and purposes, bigger than Minecraft or similar in scope to Dwarf Fortress (except multiplayer 3D ), why don't you put this aside for later and start with a smaller game? Maybe something like a lesser Daggerfall? Just a couple cities, a handful of dungeons. Once you got some actual experience to your name and you fully understand the amount of work you're talking about, you can consider coming back to all of this with renewed strength and actually put some work into it.
I am not in a position to judge if you're ready or not to pull off this huge project, I don't know you. What I can guarantee you though, is that if you're not ready, and you try to, you will fail. I guarantee it. Do yourself a favor and if you really love this idea so much, consider doing something (much) smaller as a first public project before moving on to something even the greatest programmers and game devs would have serious reservations about ever starting on their own.