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ShockPuppet

New Game In Development

21 posts in this topic

Hope only that multiplayer CO-OP will be not P2P like in Mass Effect 3 or Andromeda. Peer 2 Peer i mean, because that's really sucks.

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I do hope you'll keep the same diversity of food resources that you see here in Banished. I also hope you have the means of implementing things like basic and luxury goods. Other than that I look forward to see how this develops.

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So, what is the new game going to be? I can't remember what was said about it on the old forums.

 

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3 hours ago, ShockPuppet said:

There wont be a running Blog about the new game for quite a while, but heres a look at people that was created:

humans.thumb.png.b4747cd609ff98d4b7b2d529d09ce574.png

 

We wanted very low poly and matching styles. These were created in 3dsMax and zbrush with substance painter (and I rendered with nvidia mental ray).

Firstly, let me say, I'm genuinely keen to see how this unfolds :D  

I have possibly a time consuming request ... 
That the clothes become dynamic?
Gatherer - red & purple, yellow staining around cuffs & front, and, if possible, a pinafore or apron (apron for men), because they get stained etc when harvesting all the berries :)
Miners (all) - leather apron, large gloves, dirtied with coal & stone stain, iron flecks etc
Farmers - similar to gatherers, etc; women with hats or hankerchief head coverings etc
Doctors - white coats
Teachers & Officials - the base setup (as your pic).

That sort of thing, so when their profession changes, that triggers a texture change to their outfit.

You could create a production line based around for each item, or just have the clothes as a 'texture change', design rather than function.

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I just ordered myself a pro art tablet specifically to draw for games. This should really help with hand drawn components and visuals.

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On 04/02/2017 at 2:49 PM, QueryEverything said:

I have possibly a time consuming request ... 
That the clothes become dynamic?
Gatherer - red & purple, yellow staining around cuffs & front, and, if possible, a pinafore or apron (apron for men), because they get stained etc when harvesting all the berries :)
Miners (all) - leather apron, large gloves, dirtied with coal & stone stain, iron flecks etc
Farmers - similar to gatherers, etc; women with hats or hankerchief head coverings etc
Doctors - white coats
Teachers & Officials - the base setup (as your pic).

That sort of thing, so when their profession changes, that triggers a texture change to their outfit.

That would all be very nice. I've thought a bit about stuff that I'd love to see in Banished 2 and clothing that changes with profession was definitely on my list. But I'll take it one step further. Different models for different professions. I'd love to see the miners and blacksmiths get bigger (stronger) if they stay in the job for a length of time. I'd love to see cooks get fat and I'd love to see old people who actually look old. At the very least I hope their hair might turn grey or white with age. I know that would probably eat into performance, but it would be such a huge improvement over Banished. Perhaps as an optional extra? Please do give this some consideration. :)

Apart from visual differences I'd also like to see them get better at their job the longer they stay at it. So a blacksmith with no experience would be able to make basic tools but after a few years he or she might be able to make better tools and other more complicated stuff. A teacher might be able to teach faster with more experience and a farmer might be able to get a slightly bigger harvest. A trader who has been in the job for longer might be able to get a better price for goods bought and sold.

 

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20 hours ago, elemental said:

That would all be very nice. I've thought a bit about stuff that I'd love to see in Banished 2 and clothing that changes with profession was definitely on my list. But I'll take it one step further. Different models for different professions. I'd love to see the miners and blacksmiths get bigger (stronger) if they stay in the job for a length of time. I'd love to see cooks get fat and I'd love to see old people who actually look old. At the very least I hope their hair might turn grey or white with age. I know that would probably eat into performance, but it would be such a huge improvement over Banished. Perhaps as an optional extra? Please do give this some consideration. :)

Apart from visual differences I'd also like to see them get better at their job the longer they stay at it. So a blacksmith with no experience would be able to make basic tools but after a few years he or she might be able to make better tools and other more complicated stuff. A teacher might be able to teach faster with more experience and a farmer might be able to get a slightly bigger harvest. A trader who has been in the job for longer might be able to get a better price for goods bought and sold.

 

Yes!!  It's why I don't have an objection to performance boosting mods - honestly, if you're educated and are in the job, why aren't you doing better at it?
Why are you only chopping 20 pieces of wood per cycle?  Surely not all Bannies are 'slow'. :D

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Sounds awesome!!

My only wish is that this new game not force players to provide meat to the population. So many games out there require that meat be provided as part of a "balanced, varied" diet, which takes a lot of the fun away from vegans/peaceful oriented players out there. This is one thing I absolutely love love love about banished that I could feed my population on just crops.

Anyway, I know this might be wishful thinking, but just thought I'd throw it out there. :)

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On 2017-03-02 at 9:07 AM, azerea_02 said:

Sounds awesome!!

My only wish is that this new game not force players to provide meat to the population. So many games out there require that meat be provided as part of a "balanced, varied" diet, which takes a lot of the fun away from vegans/peaceful oriented players out there. This is one thing I absolutely love love love about banished that I could feed my population on just crops.

Anyway, I know this might be wishful thinking, but just thought I'd throw it out there. :)

You realize that nuts can count as the "meat" portion of the diet right? Probably the best solution there is to do what banished does and make meat part of a "protein" category, with maybe a few different options for how it can be filled, like with beans or tofu.

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On 3/5/2017 at 5:18 PM, Feneris said:

You realize that nuts can count as the "meat" portion of the diet right? Probably the best solution there is to do what banished does and make meat part of a "protein" category, with maybe a few different options for how it can be filled, like with beans or tofu.

If I realize that? Yes. I mentioned it because it remains up to the devs whether it is implemented that way.

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Posted (edited)

I find that Banished end games to be boring.  There is no tension/dis-balance once you have a large city.  It'd be nice if

  1. public policy options could be set that would modify behavior of the peoples.  For example, "forced work" where no idleness is allowed to get things done quicker, but then this causes their health and happiness to decline.  Ability to set tax rates.
  2. buildings, materials, foods would deteriorate, decay, or rot.  Soil depletion from over-farming -- renewed when used as a pasture, fallow, or orchard for several years.
  3. perhaps different class levels with different attributes, like serf, aristocrat
  4. subsurface minerals are determined by the map seed, which could be generous or scarce. Some, many, or all of the minerals available, or none. You'd have to make-due with whatever minerals your mines generate on that map, not what minerals a building generates
  5. Horseback level view for you, the governor/barron -- and ability to point-and-place new construction from that view.  They didn't have drones/helicopters until after the 17th century. ;-)
  6. That the peoples have personalities/motivations (not mindless ant-like automatons) thus have needs that affect their happiness, health, or behavior.  It could be some conflicting desires too.  Some desire taverns; yet some desire religion and that you ban all taverns. Some are lazy and do a poor job; others kick butt but demand greater order/luxuries.  The Governor/Barron/aristocrats could desire luxuries.  Yet some are loyalists to the governor/Barron, and others are trouble makers wanting to throw-out/overthrow the governor/Barron.   
  7. Revolts or agitation if unhappiness drops too low.

 

 

Edited by Deranged Monkey
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13 hours ago, Deranged Monkey said:

I find that Banished end games to be boring.  There is no tension/dis-balance once you have a large city.  It'd be nice if

  1. public policy options could be set that would modify behavior of the peoples.  For example, "forced work" where no idleness is allowed to get things done quicker, but then this causes their health and happiness to decline.  Ability to set tax rates.
  2. buildings, materials, foods would deteriorate, decay, or rot.  Soil depletion from over-farming -- renewed when used as a pasture, fallow, or orchard for several years.
  3. perhaps different class levels with different attributes, like serf, aristocrat
  4. subsurface minerals are determined by the map seed, which could be generous or scarce. Some, many, or all of the minerals available, or none. You'd have to make-due with whatever minerals your mines generate on that map, not what minerals a building generates
  5. Horseback level view for you, the governor/barron -- and ability to point-and-place new construction from that view.  They didn't have drones/helicopters until after the 17th century. ;-)
  6. That the peoples have personalities/motivations (not mindless ant-like automatons) thus have needs that affect their happiness, health, or behavior.  It could be some conflicting desires too.  Some desire taverns; yet some desire religion and that you ban all taverns. Some are lazy and do a poor job; others kick butt but demand greater order/luxuries.  The Governor/Barron/aristocrats could desire luxuries.  Yet some are loyalists to the governor/Barron, and others are trouble makers wanting to throw-out/overthrow the governor/Barron.   
  7. Revolts or agitation if unhappiness drops too low.

 

 

That depends on what you want to get out of the game. Personally I always have disasters off because I'm more focused on building and designing my city, with the actual survival of my people being more of a shaping force than a desire for challenge.

That being said, I wouldn't mind factors that limit or change what resources you have access to. Maybe have something like a geology setting when you make a map that determines what kind and what quantities of minerals are generated for the map. Forget steel, if the only metal you have in the region is copper, you better start either importing iron, or get used to copper housewares and importing tin.

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  • Logistic technology:   Baskets, satchels, and pottery should be a must-have earlier in the game.  Imagine trying to carry or store anything without it?  A basket increases efficiency 10 or 20 fold over using your hands and a satchel is 5 times more efficient than hands.  Higher up on the technology chain are laden donkeys, higher up logistic is ox-carts/camel carts, and top logistic are an array of boats.   
  • The whole body could be clothed, like a cobbler shop; hatter.  Once wealth is achieved, perhaps a demand and evolution fashion-status.  

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Question Shock:

Are you going to be sticking to the grid for this game or are we going to be able to have a little more freedom with placing buildings?

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Posted (edited)

Try to put realistic roads similar to cities skylines. By that I mean bendy roads/paths or at least 22.5, 45, 67.5 degree roads/paths as well as the 90 degree. Would also be cool to be by the seaside so a proper port and buildings could be built. Maybe have another settlement launch attacks so the guns armour towers etc have some purpose in the game. I know i'm rambling, but just throwing some ideas out there. Banished is a good game, but it can be improved, as the CC and mods testify,  or a better game on the same principles could be made.

Edited by malcg60

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On 14/03/2017 at 6:30 PM, Deranged Monkey said:

Subsurface minerals are determined by the map seed, which could be generous or scarce. Some, many, or all of the minerals available, or none. You'd have to make-due with whatever minerals your mines generate on that map, not what minerals a building generates

This would realy be great and would open a whole new game for mining. Right now i use mines only if i go for some realism, cause otherwise they are very ineficient, especialy those precious mines with their ridiculosly low yeilds. 

I really wanted to build a sort of a colonial outpost focused on mining for gold and silver but had to give up on the idea when realising that a miner eats few times more value than he mines. Had to switch to tin mining and tinneries and tinware production to brake even. And still its a lot more profitable to just buy ores.

Problem isnt so much in mineing yield but the fact that miners cost of living is the same as any other bannie, probably even more if they use more tools than average. 

So, bigger yield based on location would be an awesome addition to the game, but considering game limitations its probably imposible without some serious workaround.

Maybe the way the fisheries produce more if theres more water in their radius, mines could generate more if theres more mountains in their radius.

Or have mine upgrades that result in bigger yields.

 

* i am still on CC and coresponding MM so maybe i am unavare of some changes in mining

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