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All this talking of Gameplay Enhancements... - A plea for more Visual Polish

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11 years ago
Oct 10, 2014, 12:56:12 PM
So three weeks have past since the launch, and there has been a lot of talk about balance, naval combat, UI and notifications, AI, battles improvements and the like. Which leaves me wondering whats happening with the art team over at Amplitude studios?



There are a few things that are missing from the game the would be welcome additions in future patches and add ons. And not wanting these potential things to fall by the waist side, I thought I'd propose a few things to garner some support (hopefully)



Diverse Looking and Unique Minor Villages



In the G2G feedback a while back, Amplitude yellow lit the minor factions getting unique looking buildings. In the concept art some of these strutters are hinted at.. such as the glowing blue cavern of the Silics, the snow dwelling of the Geldius, and the nest castle of the Nydia.



For a game with such amazing visuals and with the Major factions being so unique and full of life, its a crying shame that the minor factions didn't get their own unique dwellings.



Please, please, please Amplitude add unique villages for the minors instead of having them share the same visuals as others.



2D Art colour swap



I have yet to see a game fully commit to doing this, I doubt anyone could argue against the beauty and sheer awesomeness of the 2D artwork in game.



With the introduction of the animated diplomats, the potential to change the colour of the 2D art was achieved. It would be amazing if this was rolled out for all the 2D artwork when playing. For example, blue Stalwarts in the UI would add such a lovely consistency between the 2D and 3D assets when playing - its slightly jarring when I'm playing as the wild walkers in purple and the 2D art is all green.



Unit Evolution



This is probably the most technically challenging addition. But it would be welcome at some point later in development. I attach a blog post to avoid going over my idea in full:



https://www.games2gether.com/endless-legend/forum/6-game-design/thread/3161-the-evolution-of-units-designs



Comment, chip in, I don't want the visual beauty of this game to drop down the ladder when it comes to future improvements. Thanks smiley: smile
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11 years ago
Oct 10, 2014, 6:39:17 PM
Yes, unique exploitation tiles too. Not the actual extractors, but unique ring tiles. I've said it before, I'll say it again, why do the Necrophages use the green farmlands? Shouldn't it be charnel houses for corpses, or piles of decaying flesh? Wouldn't the Drakken have rocky outcroppings instead? Broken Lords would have slave pits or the like.
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11 years ago
Oct 10, 2014, 6:53:47 PM
Maybe buildings that look more advanced as you progress through the eras? I believe that it is a feature that is at least as important as unit evolution through the eras.
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11 years ago
Oct 10, 2014, 7:24:12 PM
How about hybrid buildings? You take over a region and that same turn, the region magically transforms into your same faction style?

How does that work? Why not have your buildings slowly grow over the old ones. This could be especially tricky with the Roving Clans, but I'm sure we could figure something out.
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11 years ago
Oct 10, 2014, 9:22:07 PM
How long would it take though, until the city was entirely made of your buildings? It seems like an even less important feature, considering that the citizens of other factions automatically turn into your species. It would probably make more sense if the game had a system for different races of workers living in the same city, providing different bonuses, as has been suggested before. However, I'm not sure how popular that idea is anymore.
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11 years ago
Oct 11, 2014, 6:05:54 AM
I would hate to have to micromanage such thing.

If you want that capturing cities to be more meaningful, then destroy some buildings when the fortifications reach 75%, 50% and 25%.



The rebellion value is enough to cripple your economy for some turns. And while you don't have your new city at full loyalty, each turn, some free units (no upkeep) could appear in the capital of the player that lost the city. Or random enemy armies could spawn near the city (you know... like a real "rebellion"). That would be a lot more interesting, because you couldn't let new conquered cities alone. The chance a new army spawn would be 100 - %of loyalty. So governors that speeds loyalty would be really usefull.
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11 years ago
Oct 11, 2014, 12:17:07 PM
VieuxChat wrote:
I would hate to have to micromanage such thing.

If you want that capturing cities to be more meaningful, then destroy some buildings when the fortifications reach 75%, 50% and 25%.



The rebellion value is enough to cripple your economy for some turns. And while you don't have your new city at full loyalty, each turn, some free units (no upkeep) could appear in the capital of the player that lost the city. Or random enemy armies could spawn near the city (you know... like a real "rebellion"). That would be a lot more interesting, because you couldn't let new conquered cities alone. The chance a new army spawn would be 100 - %of loyalty. So governors that speeds loyalty would be really usefull.
Sure, but then if you go this far, you'd need to consider city flipping and actual rebellions as your city decides to separate for your greater empire. Ohh, I want that for the really wide empires...
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11 years ago
Oct 11, 2014, 10:19:23 PM
VieuxChat wrote:
I would hate to have to micromanage such thing.

If you want that capturing cities to be more meaningful, then destroy some buildings when the fortifications reach 75%, 50% and 25%.



The rebellion value is enough to cripple your economy for some turns. And while you don't have your new city at full loyalty, each turn, some free units (no upkeep) could appear in the capital of the player that lost the city. Or random enemy armies could spawn near the city (you know... like a real "rebellion"). That would be a lot more interesting, because you couldn't let new conquered cities alone. The chance a new army spawn would be 100 - %of loyalty. So governors that speeds loyalty would be really usefull.




While I have no problem with destroying your own buildings while under siege, there is nothing in Endless Legend that indicates that the besieging army is harming the city. There aren't any siege units and the units besieging the city don't attack it to reduce fortification,so I would imagine they are targeting the walls but nothing else. I think that this system could follow the Endless Space model a little bit, in that besieging the city will result in no building or population losses, while a direct attack will destroy buildings and kill a large portion of the population. Also, this may be just me, but wouldn't it be great if we had some customization option like catapults that allowed you to kill enemy population and buildings like you could in Endless Space with bombing?
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11 years ago
Oct 13, 2014, 3:16:31 AM
Would love to see trade routes too. With it your empire would look much more alive ( or dead as with the bugs) the Empires would look different too since some depend more on trade routes then others aka ardent, and that citybugmovinggetoutofmymarketilikeshinythings faction.
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