Mar, 17
Areas of influence and other overworld features

I spent most of the week fixing various parts of the game that stopped working after the introduction of multiple sites. Since every site has its own local clock, in addition to the global game clock, I had to go through all the game mechanics that work with time and decide whether they should use the local or global clock.

There were also problems with portals, summoned creatures, immigration, recruitment and more. I’m trying to keep everything simple and not introduce a lot of special cases in the code, but it’s not easy 🙂 (but then, developing this game has rarely been easy 🙂 ).

I realized that free movement in the overworld map isn’t very interesting. Choosing the base location also lacks any consequences. As things stand, there is no reason at all for the world to be set up as a grid. This needs to change. I decided to introduce the concept of “area of influence”. This will be a set of sites on the world grid where the player is allowed to travel and attack, and only these sites will ever attack the player. Conquering enemies will enlarge the area, and will activate more enemies and allies, where one can trade or recruit. Hopefully this will create some interesting decisions, including where to locate the base.

I’m still torn whether or not to add fog of war to the world map to initially hide some areas. This would obviously add a surprise element, but on on the other hand I want to give the players control over what enemies they’ll face. Especially when they download retired bases from the cloud. You never know what’s in there.

COMMENTS

Home Forums Areas of influence and other overworld features

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  • #4834
    owen
    Participant

    Even if there is a Fog-of-War on the world map, I think that the player should still be able to see everything in a one- or two-tile radius.

    #4835

    Of course, even more than that. You need to know who you’re attacking.

    #4836
    owen
    Participant

    Okay. I still like the Fog-of-War, and I don’t think you should be able to see everything immediately. The vision range should be just enough to see clearly into the immediate future, and rather hazily after that.

    Brainstorming some stuff:

    • Does the world map restrict travel in any way? Will there be impassable squares (mountains, chasms, water, etc) that might be differentially traversable based on your team composition?
    • From the start of the game, do we know the size of the world map, or are the boundaries revealed as we play on?
    • What other sorts of information does the world map reveal (e.g., resources, legendary artifacts)? Does this game have some sort of intelligence gathering mechanism? Maybe news doesn’t immediately reach your base, or you can send scouts into peripheral territory in order to gain more information about the enemy compositions.
    • How are hostile sectors going to be distributed? Will there be large multi-sector structures on the world map? For example, human kingdoms, dwarf kingdoms, large mountains, forests, fields, and so on? I think that something like this would be a little more interesting than a bunch of completely randomly generated sectors that are totally independent of one another.
    #4837

    Does the world map restrict travel in any way? Will there be impassable squares (mountains, chasms, water, etc) that might be differentially traversable based on your team composition?

    Not in this update, but good idea.

    From the start of the game, do we know the size of the world map, or are the boundaries revealed as we play on?

    Yeah, it’s constant and known beforehand.

    What other sorts of information does the world map reveal (e.g., resources, legendary artifacts)?

    For now you’ll get information on the enemies. Possibly the exp levels of the strongest creatures, so you don’t download some absurdly overpowered keeper dungeon.

    How are hostile sectors going to be distributed? Will there be large multi-sector structures on the world map? For example, human kingdoms, dwarf kingdoms, large mountains, forests, fields, and so on? I think that something like this would be a little more interesting than a bunch of completely randomly generated sectors that are totally independent of one another.

    Nice idea, maybe for the next year 😛

    Meanwhile, I can already play against a retired Keeper.

    #4838
    Keeperman
    Participant

    Keeper vs keeper = 🙂

    #4839
    owen
    Participant

    Keeper vs keeper = :)

    Indeed.

    Actually, since you mentioned keeper vs keeper, it got me thinking about Brogue (an awesome game which I’ve recently downloaded and started playing) and how the ally system in that game compares to the one in KeeperRL. I have to say, the team battles in Brogue are quite fun, a lot more so than those in KeeperRL. Obviously, Brogue has been around a lot longer and there are far more interesting tactical options in that game because there are more systems in play, but I think that one of the aspects that makes Brogue more enjoyable is that combat takes place in digestible chunks, whereas you have these gigantic battles in KeeperRL.

    This situation reminds me of the difference between new XCOM and DOS XCOM (XCOM Apocalypse, especially). In the DOS game, you could bring a platoon of soldiers to missions whereas the remake limits you to six soldiers, even though it both games you still fight roughly the same number of aliens permission. I think the reason that they did this is because it starts feeling like more of an RTS-style-game-of-numbers and less of a squad based tactics game once your squad increases beyond a half-dozen members. Taking on five pods of four enemies with a single fireteam is more interesting than taking on a gang of twenty enemies at once with a dozen soldiers, at least in games with complex inventories.

    In KeeperRL, I still think that the gigantic battles can be fun, but their outcome is mostly decided by macro-strategy. Most of the time, you’ve either won or lost before the battle starts, and if you can’t win, then the best you can do is to run away. It would be nice to have a few more missions that enforce a smaller team limit, which might even be a single creature, so that inventory management becomes a more dominant factor. Just some sort of mission where you can nibble away at a numerically-superior force would be a nice touch.

    #4840
    Keeperman
    Participant

    Playing as adventurer on Alpha 17 will massively improve your battle strategy. Did you read the guide I put on the wiki recently? Battles are definitely not pre-determined! 🙂

    #4841

    Owen: you can win whole battles with a single creature, so it’s a matter of your playing style. I always thought that small battles are more interesting. It’s a roguelike after all. But if I limit team size, I’m afraid that players are going to scream 🙂

    #4845
    Fortaleza
    Participant

    In distant future i also would like the possibility to play was “enemy” races (Human kingdoms, Dwarf kingdoms, Elf Forest Villages, Etc…)

    #4846

    Who knows… 🙂

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