riadsala

Kael and Fall From Heaven

Kael and Fall From Heaven

Hello,

 

apparently the stand alone Fall from Heaven game has been cancelled. :(

 

But on the plus side, maybe this would be a perfect opportunity for Stardock to entice Kael over to modding for Elemental... his work his admired by a lot of people, and I'm sure he'd have a lot of invaluable insight into expanding and improving elemental. Stardock just need to give him a reason to switch from modding the hugely popular CiV (he's already produced a couple of small Civ5 mods!) to working on the far less popular Elemental.

 

Thoughts?

 

And no, I'm in no way connected to him. I just really like his work in with Civ4-FfH2, and think that he'd likely help transform Elemental into the game a lot of us  originally wanted.

676,439 views 196 replies
Reply #126 Top

Thank you for the detailed reply Brad.

 

Quoting Frogboy, reply 116



GalCiv was always inspired by Civilization. Literally Civilization in space.  I wouldn't do nodes in GalCiv because I already had a favorite game that did it well - Master of Orion. 


 Certainly, though even early iterations of Civ had bounds on the open movement system.  Mountains, oceans, ZOCs.  Early age you could only move one or two squares at a time as well.  I suppose the open space design could still have worked if not for the extreme speeds fleets could reach.




Quoting Frogboy, reply 116
Sins of a Solar Empire is node-based and is 4X.

 

It is, though I should have been more specific about TBS.  I have no interest in RTS, no matter how pausable it is, unless it is a SotS or TW design.  Or MoO3 for that matter.


Quoting Frogboy, reply 116
The core problems with Elemental are in my view: Magic, Infinite Force Projection, and tactical battles.

The Magic was limited because of the game engine. Infinite Force Projection was due to a poor design compromise by me to try to work around the magic system problems. Tactical battles were problematic because I had to gimp the design after the continuous turns system turned out to be a disaster.

 

Well I think you have it right then, and I'm hopeful you get the systems changed to be more interesting.  Would it be possible to see a dev journal on the teams ideas for correcting tac battles and magic?


Quoting Frogboy, reply 116
In both cases, the engine dictated the design.  Not originally of course.  The original design of Elemental was essentially MOM but as budget, scope, and internal capability began to come to the fore (and this is why developing so many new engine systems at once is a bad idea) the design was altered.

Well it sounds as though some of us may wind up waiting for Elemental 2 to be really happy then.  Unless you decide a new engine is required ;)  Unless the expansions are able to address these issues.


Quoting Frogboy, reply 116
Writing the original design document for Elemental wasn't terribly difficult.  Take Master of Magic, add quests and goodie huts and NPCs, and unit design make tactical battles continuous turns so that you can have really HUGE armies battling it out and voila, game of the year.  

See how easy that is to design?  When I see someone say "Why didn't they copy MOM more" my only response to that is "Well, duh."

 

Well yes, though my thought was more along the lines of having a crisp and clean tac combat model in mind *before* starting the engine.  Same for magic, same for the goodie huts (well MoM had those anyway) same for quests, ...  I don't know how detailed the DD was, I don't know how ambitious it was, I don't know if the engine was underway before or during the DD process.  I do know from my experience with DDs is that you cannot start building until you've finished the DD.  Of course you have to be able to adjust and adapt as time/money concerns come into play.  This isn't a criticism of your process as I don't know what the process was other than following the beta.  I just feel that the main elements of the game which people agree are lacking, were not given enough attention at a very early point such that once the ball started rolling the dreams of how to implement them were shattered and going back to redesign the engine was not an option.  You say you've learned a lot from this project, I hope this was one of the lessons.

Quoting Frogboy, reply 116
The hard part is when you don't have an engine that can do any of that and you have to develop it at the same time. You find out some things are harder to do in 2010 than others and begin to make compromises to your design. Add months of growing exhaustion and fatigue and pretty soon you start thinking "Hey, yea, enchantment slots and local mana, great idea! I'll buy that for a dollar!"

 

I hear you, and sympathize.  I do have faith that the game will rise its ashes (perhaps that's too dramatic?) though.

Reply #127 Top

In the climax of the move Unforgiven, Clint Eastwood (Billy Munney) walks into a bar, where in the window lies the dead body of his buddy, Morgan Freeman.  Gene Hackman, the sheriff of the town, is there with his goons.  Clint Eastwood asks who the owner of the bar is, and the bartender steps forward and says that he is.  Clint Eastwood shoots him dead point blank.  Gene Hackman curses Clint for shooting an unarmed man.  Clint Eastwood  says: he should have armed himself then, if he is going to decorate the bar with the body of my friend.

I'm reminded of that scene whenever I hear "engine limitations" as the reason for the limitations of Elemental.  It's like saying: "Elemental doesn't have a certain feature because we didn't program it into the engine."  Well, yeah, naturally.  The question is: why weren't certain features added into the engine?  I'm sure this is a stupid question from people who don't understand programming, but to the untrained ear it just doesn't sound right or make any sense.

Reply #128 Top

Quoting Fearzone, reply 127
In the climax of the move Unforgiven, Clint Eastwood (Billy Munney) walks into a bar, where in the window lies the dead body of his buddy, Morgan Freeman.  Gene Hackman, the sheriff of the town, is there with his goons.  Clint Eastwood asks who the owner of the bar is, and the bartender steps forward and says that he is.  Clint Eastwood shoots him dead point blank.  Gene Hackman curses Clint for shooting an unarmed man.  Clint Eastwood  says: he should have armed himself then, if he is going to decorate the bar with the body of my friend.

I'm reminded of that scene whenever I hear "engine limitations" as the reason for the limitations of Elemental.  It's like saying: "Elemental doesn't have a certain feature because we didn't program it into the engine."  Well, yeah, naturally.  The question is: why weren't certain features added into the engine?  I'm sure this is a stupid question from people who don't understand programming, but to the untrained ear it just doesn't sound right or make any sense.

With large, complex software it is difficult to change / add things, and not just because of how long it would take the implement the new feature. Once you add change something you must make sure that it works and there maybe 'collateral damage' where now other things are not working besides what was actually changed. For example, in Age of Wonders: Shadow Magic resurrect works on both your troops and enemy troops. It was suppose to only work on your troops, and they tried to fix it in a patch. The 'fix' simply caused the game to crash whenever resurrect was used; therefore, they unfixed it. In the end it is a matter of how much time and resources the developers are willing to put into it that determines the limitations, and in Elemental's case it was decided (after working late for far too long) that it would be better to not change the engine.

Reply #129 Top

The point being (I think) that SD was creating the large complex software specifically for Elemental.  With that in mind, the inability of that large complex software to handle initial design decisions seems puzzling to some of us.

 

The reason is likely that the DD was 'leaked' to everyone so early, then when the engine was finally being developed the realization came that certain initial goals were unobtainable due to time/money constraints.

 

From the players POV the engine and elemental are the same thing, so the confusion/frustration in being told 'we like the idea, but the engine can't handle it' doesn't quite wash.

 

Blame the open nature of the development I suppose.

Reply #130 Top

I'm sure this is a stupid question from people who don't understand programming, but to the untrained ear it just doesn't sound right or make any sense.

 

As I spin around in circles trying to figure out what I can do with quest generation, I find myself unsure various features are even functional right now.  Odds are they don't, I'm probably still an utter moron though.  It's an easy answer.  The more complex the system, the more you screw up with every change.  It's like a watch, change the size of a part and the whole thing goes to hell.  To make one part smaller, you have to make the entire system smaller.

Reply #131 Top

Quoting Frogboy, reply 117

(...) To you guys, you see Elemental. To us, we see Kumquat, Havok, Miles, LBS (Land Based Strategy Engine) and Impulse::Reactor.

"Elemental" is a thin cake on the top of all this.  

Years ago, I turned Galactic Civilizations for OS/2 into "Star Emperor" (think Warlords in Space) in a weekend because the "game" is just a thin layer over a lot of existing software.

90% of the work on a game is making the underlying engines.  (...)

Sacrebleu ! Par Saint Georges !!! It means that every game can be built on sand quicks: depending on external factors...? Talk about foundations, and the domino theory ... it is food for the Murphy's law ...

I discover that games are lasagna layers and the user sees only the melted cheese on top of it, and I am happy I do not have to design a game (other than in my dreams - but I always forget my dreams when I awake...): you can be a 52 years old international engineer used to multi-components projects and still think that games are merely the result of some idealistic dreamers / creators, eating hamburgers and having a shower once a week (at the office), playing WoW at midnight, hacking from 01.00am to 06.00am, then programming games the rest of the day...

It seems to be much less "glamour" that this!!

Brad and Kael stay in touch in a friendly manner as 2 gentlemen they are, but, as finances are tight at Stardock lately, I guess Brad is fair enough for not asking Kael to work for (almost) nothing, and prefer to wait for better tomorrows...

I am sure both know there is no point to embark on a project if its feasibility study shows too high risks (by instance, creative divergences)

Reply #132 Top

Quoting Fearzone, reply 127
In the climax of the move Unforgiven, Clint Eastwood (Billy Munney) walks into a bar, where in the window lies the dead body of his buddy, Morgan Freeman.  Gene Hackman, the sheriff of the town, is there with his goons.  Clint Eastwood asks who the owner of the bar is, and the bartender steps forward and says that he is.  Clint Eastwood shoots him dead point blank.  Gene Hackman curses Clint for shooting an unarmed man.  Clint Eastwood  says: he should have armed himself then, if he is going to decorate the bar with the body of my friend.
One of my favorite movies of all time by the way.  That's all I wanted to say.

Reply #133 Top

I only played FfH2 after playing the first released version of Elemental, without having tried 1.0.9, I would say FfH2 is a better Elemental than Elemental is. A lot of the game is cliché, but not too cliché, and what is much more important: It is fun.

For instance. I never understood why Elemental included quests, they seems tacked on and odd, but playing FfH2 where goody huts are random and questlike in nature, it suddenly makes sense. The engine behind FfH2 never made it possible to make real quests, but even the simple "choose a or b" stories in FfH2 are a lot more interesting than the fully integrated but bland quests in Elemental. Also the combination of both magic and civilization-like research in Elemental seems odd, but once you realize that Elemental is not only inspired by Masters of Magic but also from a Civ IV mod called Fall from Heaven, it suddently makes a lot more sense. FfH2 is certainly make by amatuers, but it by "Keeping It Simple, Stupid", and focusing on fun, FfH2 is still a better game than Elemental. I have no doubt Elemental will eventually gets better, I trust Frogboy and I trust the modding community here, but there is no denying that FfH2 is fucking impressive, and a load of fun.

Reply #134 Top

Quoting Frogboy, reply 108

It's not like it's hard to come up with really cool magical spells. Heck, I have the MOM manual here to crib from.  It's easy to say you'd like a dozen completely different playable factions that are all fantastically different ala MOM.  But units in MOM were 64x64 pixel sprites, each one took a couple hours to do.  There's a reason why games in the 3D era of PC game design tend to have very very few races (and almost all humanoid).  Next time you play Dragon Age take a fresh look at the creatures in the world, particularly the playable ones.
 

So true, I would love to still be able to be the unreasonable fan requiring new strategy games to be 2D, I've seen this trend in all games since the additional of 3D, but I don't think there is any way to make a 2D game anymore without restricting yourself to be an indi-game. But models asside, MOM also had some really cool racial traits. I love that you have focused on the engine first, we just have to hope it is good enough for the modders and future release to add more content.

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Reply #135 Top

Quoting Carewolf, reply 133
I only played FfH2 after playing the first released version of Elemental, without having tried 1.0.9, I would say FfH2 is a better Elemental than Elemental is. A lot of the game is cliché, but not too cliché, and what is much more important: It is fun.

For instance. I never understood why Elemental included quests, they seems tacked on and odd, but playing FfH2 where goody huts are random and questlike in nature, it suddenly makes sense. The engine behind FfH2 never made it possible to make real quests, but even the simple "choose a or b" stories in FfH2 are a lot more interesting than the fully integrated but bland quests in Elemental. Also the combination of both magic and civilization-like research in Elemental seems odd, but once you realize that Elemental is not only inspired by Masters of Magic but also from a Civ IV mod called Fall from Heaven, it suddently makes a lot more sense. FfH2 is certainly make by amatuers, but it by "Keeping It Simple, Stupid", and focusing on fun, FfH2 is still a better game than Elemental. I have no doubt Elemental will eventually gets better, I trust Frogboy and I trust the modding community here, but there is no denying that FfH2 is fucking impressive, and a load of fun.

this.

Reply #136 Top

I'm a pretty big fan of FFH2.

I realize many of you weren't in the beta but as the beta group can tell you, a lot of game mechanics in Elemental changed from the design. When you have a finished game engine to work with, it is much easier to design a good game because you know what you're working with.

 

Reply #137 Top

Quoting Frogboy, reply 136
I'm a pretty big fan of FFH2.

I realize many of you weren't in the beta but as the beta group can tell you, a lot of game mechanics in Elemental changed from the design. When you have a finished game engine to work with, it is much easier to design a good game because you know what you're working with.

 

For that reason, very few studios create their own engines anymore. Middleware is king.

I admire Stardock for taking a chance with a new, in-house engine. I'm sure that the investment will prove worthwhile as the engine matures and the game design evolves with it.

Reply #138 Top

One thing I'm curious about- and a possible suggestion.

 

Is Kumquat going to be just in-house, or are you going to try licensing it out?

 

One potential idea: use free Kumquat in a way Valve is using Steamworks to get games on Impulse, maybe even exclusives?  (maybe free if exclusive, cheap if you use it to sell on other DD platforms)

 

 

Reply #140 Top

Quoting Melamine, reply 137

Quoting Frogboy, reply 136I'm a pretty big fan of FFH2.

I realize many of you weren't in the beta but as the beta group can tell you, a lot of game mechanics in Elemental changed from the design. When you have a finished game engine to work with, it is much easier to design a good game because you know what you're working with.

 

For that reason, very few studios create their own engines anymore. Middleware is king.

I admire Stardock for taking a chance with a new, in-house engine. I'm sure that the investment will prove worthwhile as the engine matures and the game design evolves with it.

Licensing an engine wasn't really an option.  It's one of the reasons you see fewer and fewer ambitious games from small developers.  Even in our case, we spend nearly $100k licensing various techs. If we had licensed an engine the cost would have been $500k to $2M depending on which one and we'd have to license it over and over again.

Reply #141 Top

Quoting Alstein, reply 138
One thing I'm curious about- and a possible suggestion.

 

Is Kumquat going to be just in-house, or are you going to try licensing it out?

 

One potential idea: use free Kumquat in a way Valve is using Steamworks to get games on Impulse, maybe even exclusives?  (maybe free if exclusive, cheap if you use it to sell on other DD platforms)

 

 

Kumquat's just for internal use. It's not something we'd license externally. 

Reply #142 Top

I guess that explains why there's about one total war remake released every week.

Reply #143 Top

Quoting Heavenfall, reply 142
I guess that explains why there's about one total war remake released every week.

 

um what?

 

Link me to all these fabulous games you seem to be aware of. ^_^

 

 

I think I'll add "make my own video game" to my bucket list ;)

Reply #144 Top

If we had licensed an engine the cost would have been $500k to $2M depending on which one and we'd have to license it over and over again.

 

That's insane.  Thank you, btw, for being so forthcoming with figures.  So, where is the break-even point (#copies sold) for a licensed engine vs in-house?

 

Obviously the intention is to re-use the engine many times, like Paradox does with theirs.

 

Kumquat's just for internal use. It's not something we'd license externally.

 

Paradox has had a successful licensing/partnership scheme, though they only made their older engine available.  B)

 

Take Master of Magic, add quests and goodie huts and NPCs, and unit design...

 

I think it just blurs game's focus.  When I look at Elemental, I want a Strategy game, first and foremost.

Reply #145 Top

Quoting Frogboy, reply 141

Kumquat's just for internal use. It's not something we'd license externally. 
Why not? Is this a business decision; keeping exclusivity? Is it just not worth the trouble? Or is there some other reason I'm not thinking of?

Reply #146 Top

Licensing an engine wasn't really an option.  It's one of the reasons you see fewer and fewer ambitious games from small developers.  Even in our case, we spend nearly $100k licensing various techs. If we had licensed an engine the cost would have been $500k to $2M depending on which one and we'd have to license it over and over again.

Aren't there any open source engines like Ogre3d you could use?



Kumquat's just for internal use. It's not something we'd license externally. 

Have you considered making the engine itself open source while keeping the rest of the E:WOM assets such as art and story propriertary? This way you could sell the game, but allow the community to help with bugs and development if they so wished, plus you'd get far more powerful total mods.

 

Reply #147 Top

And OP's wish just came true...

 

https://www.stardock.com/about/newsitem.asp?id=2056

 

Reply #148 Top

Quoting wnmnkh, reply 147
And OP's wish just came true...

https://www.stardock.com/about/newsitem.asp?id=2056

 

That's awesome.  As much as I like FFH2, it will be great having his abilities applied to an engine actually built for magic use (unlike the Civ 4 engine).  And he comes from a D&D background gaming-wise, so he gets magic resistance etc.  Big win for Elemental.

Reply #150 Top

Quoting Stuie_acs, reply 148

Quoting wnmnkh, reply 147And OP's wish just came true...

https://www.stardock.com/about/newsitem.asp?id=2056

 



That's awesome.  As much as I like FFH2, it will be great having his abilities applied to an engine actually built for magic use (unlike the Civ 4 engine).  And he comes from a D&D background gaming-wise, so he gets magic resistance etc.  Big win for Elemental.

OMG... I have never played FFH2, but i just looked at the manual.. insane.. FFH2 is the exact opposite of SD game philosophy. Tons of interesting choices, 

Different traits and abilities, each civ plays totally differently, no RPS type balancing etc.. 

I hope he gets his say in determining the direction of EWOM (I rather have a slightly weaker AI if the game is more fun..), if his influence is felt in the game (and this isn't some PR stunt of some sort), I'm really starting to to believe EWOM might actually have a fighting chance of actually being as good as MOM...

But what are his exact responsibilities again?