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I just wanted to drop by and say how much I enjoyed this game you made. Your later experimental versions were a little flaky, but version 13 was really fun and had the seed of something great in it. I do hope you pick it up again some day, or else someone else has a go at making something similar.

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Thanks, appreciate it.

Many of the versions were all kinds of messed up, I just had so many things I wanted to try, and was having far too much fun just implementing all the ideas people suggested, rather than actually focus on a single core gameplay idea. Made the project fun to work on, which was my main aim, but as a result it's sometimes a bit of a mess. The code certainly is.

I'd like to keep working on it, but really don't have the time right now. Actual academic work must come first. Maybe one day. If not, I'd definitely love to see someone else take up the idea (I left the source code available in case it helps someone get something started). There was a project I was following: https://gornova.itch.io/infiltration But I've not had time to check in and see how it's doing.

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thanks Bobby! I am working on It with a differenti take than your project. About shadows behind the Throne, even a small update Will appreciated by all of us !

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Hey, big fan of your game. Played it alot though i never could finish it due to characters becoming suspicious every which way XD. Was wondering if you know other similar games to this aside from Inflitration cause i cant find anything. Thx in advance for any reply.

I suggest to keep an eye on heretic operative and spire of sorcery !

I checked them out, although the card system is somewhat off-putting i will still try HO out. Thx for the suggestions! If you find anymore, PLS tell me. I'll be waiting >:D

sure! I'm also looking for inspirations, so feel free to suggest something! I forgot to mention spinnmortality, cyberpunk setting, but you are a big evil one :D

Sad for your lack of time, but i'm sure you will do someting great later, with this game, or a new similar but better structured project.

Hi!

First of all, I like your game! Is it possible for you to share the code? I really want to see how it looks/works from code/unity side.

Hope I'm not asking for too much.

P.S.: Sorry for my bad English.

Hi, and thanks.

I've uploaded the source code, as well as prefab assets. They should be available to download. This is my first ever Unity game, and I wasn't really expecting to share the code with anyone, so it's not very well documented, and the structure is a bit confusing in places. Hopefully it'll still be of use to you, but there's a good chance that other people's code is better structured and more efficient.

And don't worry, your English was perfectly fine.

Thank you very much!

I had a go with v22. I quite like the idea, though things got chaotic very quickly - I infected a few caravans with fishman disease and before long the majority of the world was exile camps!

Thanks for the feedback. Sadly I don't have much time to work on the game anymore, but I might be able to get a V23 out soonish. I wanted the game to be pretty chaotic, but it shouldn't collapse quite so quickly. V22 was very dark-focused, and the forces of good have difficulty even against NPC darkness spawns, compared to V21 and earlier. I'll try to fix that a bit. Maybe an option on game-start, as well as a bit more bias towards human nations invading exile camps.

You can use Battle for Wesnoth art for free if you make your project open-source. Just an idea.

It's a good idea. I considered it a few months ago, to gain access to a collection of Lovecraftian images for backgrounds/spell depictions. I might go down this path, depending on how things work out. It would mean that I can't use Unity Asset store code, though, which I am currently using for graphs, so there would be advantages and disadvantages.

Another disadvantage is that most people will think that you "stole" Wesnoth when they see the assets. :) I know this from experience :)

Bit of a strange question, perhaps, but: What assets do you use for your game?  Are they all made by yourself?  They're certainly simple, but there's a certain charm to the tile terrain and landmarks.

I do actually make them myself. I'm not exactly an artist, but I bought myself a cheap graphics tablet a while back, so figured I'd do a first pass on the art. This is also why the characters have no faces, because I'm not good enough an artist to draw faces, so chose to go for a simpler design.

Cover screen is the only art I didn't do. The throne with the crown is done by an actual professional artist, by the name of Derek Restivo.

holy shit you drew them yourself thats amazing i  love your style! also idk how to put english names of towns into game, can you help me what to do?

Hey,

Names for cities, locations and people are all handled by the class "Text Store". It has a set of methods which are called by any other class which needs to find a name, as well as keeping a list of names which are already used, to avoid duplication. It loads from file, so you could just swap the mechanism it uses to return a name, and give it a list of names you want.

Internally, it uses a 2nd order Markov Model to generate new names, using the statistical properties of the words in the files it loads. It then checks against "Verboten" words, those which are swear words or offensive terms, to avoid giving someone an unfortunate name.

The two files it uses are names of Chinese and French cities. I tried American cities, but didn't like the results, the names it produced were weird. You could possibly just give it a list of British town names, and it would generate names which sound more "English".

Hope this helps.

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Hi!

I played your game a lot( about two evenings testing) and now I like it very much! Idea of this game is amazing and there are really many things to do there! I was very sad, when I saw how your Kickstarter Company finished, but, as I see, you continue your work and that's great!

But, at first, I'd like to tell you about a small bug. It ruined my game twice, so, as you understand, It's terrible.  When rebels destroed Lunarium in my city Wolfs went out of my control and pillaged it. After that my country started the war against dark( all Lords, who were ruling it were dark Lords) and I couldn't attack anyone. And, when I killed them, my Mist Monster(who is unkillable) attacked me and ruined all my strategy and kingdom.

However that didn't ruin my enthusiasm. Perhaps I may help you by repainting tiles/cities and other things. I will do it for free just because your project is very interesting! So, if I can help you, please, write me!

Best wishes,

Rovik.

P.S. I looked at the 20-th version and saw that you're changing your game to something, which will be like "Dominions" series. Is it right and you're making province system?

Hey, sorry for the slow reply. I became very busy with real-world stuff, so this game project has been delayed a bit. Thanks for playing the game and taking the time to comment, though. Appreciate it.

Your bug seems to be related to the loyalty-detection system in the dark forces. That was a messy piece of code which I had issues with. I never really got a good structure for it, so it's no surprise it behaves unpredictably. Luckily, my new game version is going to redo all that code, so hopefully the bug will completely disappear.

The new version intends to be the same as the old one, but better in every way. It features both the lords you're using now (city-enthralled) and units you can control on the world map, who sneak around and try to avoid being caught (agent-enthralled). The version available for download right now only has a single agent-enthralled, to test that system, but when I release the full v20 version it will have both.

As to your offer of art, I'll need to get back to you. After the end of October I'll have a much better idea of what kind of free time I've got to dedicate to this project, so will be able to plan better. Thanks for the offer, in any case.

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Hey,
I played this game a while ago, and liked it a lot - are you still developing?

I noticed your kickstarter didn't work out - and I figured I might be able to help. I'm an artist, comfortable with a variety of styles from 3d to traditional stuff. I'm a big fan of Lovecraft, too. In any case, I'd happily make art for you. 

I couldn't get the image insert to work, so here's an imgur gallery of some stuff I've made recently: https://imgur.com/a/ZVlX8}

PS: I'll drop you an email, as well, just so you have my email to reply on.

Hi, I loved one of the previous versions of the game that I played, but now I am having problems with the latest zip file. Both WinRAR and 7Zip freeze while trying to unpack the archive, on the UnityEngine.dll file. Is that a common problem with a known solution?

I've not encountered that problem before, and it seems to download and uncompress fine for me. V13 was compressed in .zip format for Windows, so I've uploaded it as a .rar, so you can try downloading that version to see if that works any better. Hope that fixes it.

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Thank you so much! Still, for some reason I can't understand the UnityEngine.dll file and the exe file seem to freeze up my software. I'm having the same problem with UnityEngine and one other game from itch (although not from others!) and my explorer's been acting iffy so it's probably on my end. And it turned out after an excruciatingly long time (much longer than the rest of the files put together) it finally worked, Thank you for the extra effort though, really appreciated!

Hey are you by any chance looking for a writer?

I'm going to be finishing my Bachelors starting September, so I wont ask for any payment as my time wont be as free as it currently is. I'm more than happy to get in touch with you in a more direct manner (be that discord, private messages or even email) to provide you with examples of my work in earlier college-related projects.

If you are not in need of a writer currently, there's no hard feelings about it; Sometimes you need to stay focused on the more demanding aspects of development.

I wasn't currently, but there are some parts which a writer might be helpful for. Certain screens of the game have "flavour text" which I thought of like the quotes in the civilisation series, not gameplay dialogue but flavourful bits of text to improve the player's immersion in the world and flesh out some of the backstory. For example when a fishman raid concludes you can get a short piece of text from the perspective of a captain of the guard whose town was raided by the fishmen.

If that's the kind of stuff you were interested in we could discuss further. It was designed so more text could be easily added in, so it shouldn't be too much hassle.

Sounds like what I was doing for the More Events Mod for Stellaris and it wouldn't take up too much of my college time.

Is there a PM/Direct Messaging system on Itch.io? 

Oh, neat, if you did stuff for More Events, I might have already seen some of your work.

I don't know about any Itch.io PM system. Maybe there is, but I've not seen one. Try fallen.oak.games@gmail.com

Sadly none of my stuff actually made it into the mod, whether it was due to the bigger parts of the project needing more programmers or due to how the ethos had changed in the 'banks' update; But I still have a rough WIP of my last piece before I got really busy with college.

I'll drop you an email.

Just want to confirm whether or not you got the email?

Yes, sorry, been a bit busy. Had to do some uni stuff of my own (applying for possible PhD). Will reply properly soonish.

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Hey,

just registered here to say thank you for this game, it's really cool one. The V13 is excellent one and I'm really glad that you keep working on this (I was really interested in the `That which sleeps` idea and this game is really nice one realisation of the concept).
-------------------

Also I'd like to submit some bugreport (I google a little, but didn't find the place to submit it, so if I need to submit it on some other place, please note me). The thing is that on Xubuntu 16.04 x64 kernel 4.4.0-83-generic on my first game from around 80+ turn all buildings and rebellions stop to progress. Even though I see `uprising 10% per turn` and `6 turns to finish the building` even after dozens of turns it still freeze. I tried save\load and reload the game but nothing changes. I used weather control and rebellion uprising as the selected buildings, normal game and dawn complexity. Hope this info will  help to figure out a problem if any exists.

Unfortunately I didn't save the savefile an just rerun the game with other buildings allowed. On my new game it's still ok, but I didn't reach 80+ turn yet.


In any case the game is really enjoyable, so hope you'll have time and inspiration to keep improving it

I'm afraid I can't seem to narrow down your bug. From what you say it would seem that the city's stopped performing its update per turn, but I couldn't find anywhere in the code paths which would allow that to happen without crashing the entire program. It's probably not to do with Ubuntu, but I'll admit I've only tested it on Linux Mint, so that might be the cause(but it seems near impossible to be the real reason). I'll do some more digging,  see if I can't find anything before the next version.

Thanks for the report, though.

Thanks, no worries, I'll try under the Wine to run windows version. But on my system I can confirm that after around hundred (from 80 to 150) of turns it happens on every game I tried for now. Once it even unfreezed after the country was destroyed in rebellion and city changed the duchy, but not sure if this was really the reason, because can't reproduce.

The wine version doesn't really work, if memory serves (I seem to remember it didn't load fonts so no text appeared). I'll throw together a testing build and try to track down this issue tonight.

Okay, I'm afraid I literally can't reproduce the bug. I can play fine for an arbitrary number of turns with no issues at all. Maybe it is something to do with your version of Ubuntu. I'll look around a bit more, but this might be a Unity thing which is beyond my control.

oh, ok, no worries. I don't check wine yet (maybe with PlayOnLinux there is a chance to run it), but in any case thank you for your investigation. In worse case will try something like VM or docker instance for challenge :D

Hey,

Sorry I disappeared for a while there. Life happened. I've recently come back to this, and found V13 to be absolutely excellent. The Aspect of Undeath's playstyle is a sheer joy, I must say. Also, I'm sorry about the Kickstarter. It's a shame. Nonetheless, what you've done is already incredible, and I reckon it could easily become something really special given time. Who knows, maybe the time will be right later?

Anyway, I hope to see you persevere!

Thanks, glad you enjoyed it.

Don't worry about the kickstarter. It was for buying graphics, and the game can still be continued without professional level art, it'll just be in my somewhat crude art style for the moment, till I can find a better solution. As for preseverence, I've been working on a new thing which I might be able to show shortly (or possibly not so shortly, depending on how it turns out. It's rather experimental and untested right now)

As a balance suggestion, the Lord of the Broken might be a bit overpowered at the moment because of the ability to turn an entire society broken upon conquest. If you simply don't build any dark buildings or cast any rituals, world evidence never goes up and you can simply invade each independent society until you've conquered enough of them to have 66% of the world population. At that point, you can just enshadow all of your enthralled lords and wait until you win the game. Maybe the Lord of the Broken should only make the highest-level lord of a conquered society broken, so there will be at least some resistance to your rule?

You're probably right. I've changed it a bit so the Lord of the Broken gains evidence whenever they invade another nation, 10% per other lord they break, and only break half the nation's lords, so there's still opposition. Hopefully that'll fix things. These changes will be in the next version, which should be out soon-ish.

Loving the new updates, and I hate to be a downer but...yeah its gotta be asked.

Working on the assumption that the kickstarter isn't going to go through, do you intend to drop work on the game, and if not, what's the plan going forward?

Yeah, the Kickstarter's probably sunk. It's my fault, I'm terrible at marketing.

Assuming the kickstarter fails, I intend to roughly continue as usual, just with no artwork. I've been working on this part-time, mostly, so there's no major reason for me to change. What this means mostly is that the game will be in the same art-style it's always been in. I don't see any reason it can't be completed to the level described in the design aims document, though.

Once that's done (probably around October), I'll see what's what. Maybe start a new game, maybe write a new design document and do more work on this one. Might open-source this game, if anyone wants to continue development, or investigate if it's possible to make mods work in the way Rimworld and Kerbal Space Program do, with loading .dlls which execute Unity MonoBehaviours.

Is there a way that I could make a donation for this game that isn't though Kickstarter? I've really enjoyed this game as it is and would love to pay it forward.

Wow, thanks for the offer. As of yet, though, I'm not current taking money from any non-kickstarter sources, because I was fiddling around with some legal stuff (maybe setting up a company to process kickstarter funds to avoid income taxes). At some point I'll change the Itch.io game to accept donations.

Understood. For now, I've made a pledge on Kickstarter, but if Kickstarter funding doesn't go through, I'll try to make a donation at some point regardless.

Random content suggestion: To add depth to the peasant revolt feature, maybe you could add a line of buildings themed around banditry? I was thinking that you could maybe have a ritual to force a city to spawn a peasant revolt, and a world action that "corrupts" a peasant revolt and turns it into a bandit army. The bandits will roam around the map killing traders and investigators (maybe becoming stronger after they kill traders and take their money). If the bandits get strong enough, they will try to attack cities and set up their own independent bandit kingdom. There could also be a "bandit haven" building that your enthralled lords could construct in their cities, which allows bandits to pass through their territory safely and receive reinforcements when they pass through. Hope you find this idea interesting!

It is a good idea. I want to get the peasants to be a bit more interesting, so will be looking to add a set of buildings based around manipulating them. Peasants actually have their own politics and stuff, which can be spread from city to city, but it's very under-developed for now, so needs working on.

Having them escape from civilisation to set up brand new cities could indeed be neat. I like the idea of you inviting the peasants into your lands to offer them safety, in order to allow them to grow and build into a stronger and more capable fighting force. Maybe you could provide them with weapons and stuff, to make them stronger (currently they're only 25% as strong as a normal army, per person). I'll look into it, to see what works and what can be done.

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