Hello all,
Not usualy much of a forum user but thought I would put down some feedback thoughts on the beta here. As the title indicates, this is simply an attempt to transfer my opinion to the devs, however feel free to add your own thoughts as responses here.
First off, I have realy been enjoying Demigod thus far, I see it as good departure from the norm for RTS games. Having spent a good deal of time in various recent RTS' it is nice to dive into a world that isn't totaly cliche already, ie: elves and goblins or marines and aliens. I'll spend the majority of this post talking more about the things I would do differently since those will probably provide the most insight, however, suffice it to say I am pleased with the direction Demigod is headed, especially in the art department.
Starting with the art then, having sung my praise of the art team here, which has obviously been working hard at providing an excellent visual treat for us, I think we're all looking forward to more additions here. My 'most-wanted' suggestion in this area is a much larger degree of variance between the individual grunts. Take for example a group of running minotaurs...not only do they all use the exact same run animation, but they all run it in exact pace with eachother, making them look totaly unnatural. I would like to see different weapons in thier hands, perhaps some variance in thier size and/or armor as well. The flying units are another example; they all flap thier wings at exactly the same time in exactly the same way, I can see not wanting to make 5 different wing animations, but do consider having them playing at different intervals on spawn, providing a lot more realism for a little bit of code. Again, small differences in thier weapons, armor, and size would be wonderful to see.
Secondary to this I must agree with an idea I read in several previous posts, the demigods do need two different texture sets for each, one for Light and one for Dark.
Speaking in terms of demigods now, I'd also like to suggest multiple death animations for each demigod as a great idea. If you really wanted to be cool about it, then the approach of having interactive animation between units on death is an excellent tool. For instance if a Torchbearer kills a Rook, than the Rook's death animation would be different than if it had been killed by an Unclean Beast. Quick example would be if the Rook dies by Beast, than it melts into a stony puddle of goo, if it dies by Torchbearer then it explodes in a flash, leaving a couple small chunks of debris. Just a thought. The Dawn of War games used this concept to a small degree and it was highly effective at making the 'epic clash of bosses' seem much more grand.
The archer demigod, Regulus?, is my least favorite so far for various reasons but mainly because he seems to fit into the gameworld less than the others. He's much more modern looking. With glasses and a gun-like crossbow, he seems more fit for a futuristic world than the Demigod universe. Conceptualy I think he's a good idea, except for the mines, which I see as being far less useful than any other demigod power in that they are avoidable. There is not one other power that the oppenent has the option of Not getting hit by. Not to mention they seem to be in opposition to that demigod's status as an Assassin. Give the mines to a general perhaps, but they seem particularly out of place regardless, and again, a bit too modern for the premise all the others seem to be working from.
I think 8 demigods at launch can be enough to suffice despite the calls for more, as long as your working on more as soon as the game launches. I do, however, think the skill trees need to be larger/longer. In almost every match I've played...by the end, my demigod is maxed out on skills, thus making the items the only difference between two demigods of the same type. I love the concept of demigods of the same type being totally different...and this holds true in the begining of the game into the middle...but in the endgame the differences are much smaller and primarily determined by the item choices. I would like to to see a couple more skills each and a few more brackets for the existing skills....extending the concept well into the endgame.
Having not been able to test the Generals yet, I've got no feedback on them, but I'll add to this post as I have more thoughts and especially when we get the other demigods in. Thanks for reading and hope to hear any opinions on these or other ideas in an effort to improve what already looks like a great game.
Terramis