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Preparing for Demigod v1.1

By on June 23, 2009 4:12:49 PM from JoeUser Forums JoeUser Forums

Frogboy

Join Date 03/2001
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Sometime tomorrow we expect to release Demigod v1.1.  This is definitely the biggest update since the initial release of the game. Gas Powered Games has been burning the midnight oil to make a fantastic update!

The full highlights will be released tomorrow but here are a few things:

Team conceding will be in. Random demigod option is in. Updated AI is in. Reduced experience and gold from killing priests and angels is in. Heart of life has been nerfed. Tighter integration with the new online system is in for custom games.

Now, one of the things we read on the forums are suggestions on how to keep the community growing.  Let me touch on that here a bit.

First off, since the connectivity issues have been largely resolved, the number of open games sitting around has dropped dramatically. I’ve seen people post that this means the game must be losing popularity.

Technically speaking, the popularity of a game has no bearing on the # of open games. The # of open games is a function of how long it takes to get a game going. Ideally, a person creates a custom game, it fills up and gets started as fast as possible.

The only change is that now that connectivity actually works right, people can set up games quickly whereas at launch, well, let’s charitably say it took longer to get a game set up…

We are going to put up a page that graphs out the online population so people know when the best times to play are. 

What determines the success of a game online is how many people there are online to play with at a given time. And that number has steadily been going up – at least since connectivity got fixed.

The Road Map

As many of you know, I talk to Gas Powered Games every day.  Now, I have seen it argued that game developers will release a game, put out a patch or two and then abandon it.  I want to assure you that this is not the path for Demigod.  We believe the game needs long-term love and care to keep it growing over time.

While we are pleased to have another sales hit on our hands, we recognize that Demigod is different from other games in that it has the potential to keep selling strongly into the long-term.

This past week we nailed down with Gas Powered Games the plans for Demigod v1.2. The 3 big items are:

  • Robust Replay support.
  • Native modding support.
  • Clan support.

We are also discussing passionately the development of more Demigods. GPG has come up with a really cool modding system for Demigod that would practically make mods be very similar to game options in game. It looks pretty sweet.

My 2 cents

Now, speaking just for myself, not even for Stardock here just my 2 cents as a gamer on what Demigod needs to keep growing. If I were the “god” of Demgiod and budget was no concern, this is what we’d see:

  1. New Demigod released every 60 days
  2. New map released every 60 days
  3. New favor items added every 30 days
  4. Pantheon and Skirmish experience enhanced to let players choose team joins
  5. Pantheon and skirmish would center around a particular player and add people to that joined game.
  6. Maps that support 1 on 1 games.
  7. Players could select the team size preference in pantheon/skirmish games (from 1 to 5 players).
  8. Ability to grab a group of friends or clan members to get into a game from outside the game.
  9. Native voice over IP.
  10. Significant game play enhancements every 90 days (i.e. some new game element).
  11. A robust way to control who you play with when you’re playing non-competitively.
  12. Continual evolution of balance and game play.

Those are the kinds of things I’d like to see. But budgets are finite of course and resources are more finite still.  Sometimes there is “the guy” who is critical to make something happen but he’s not available to do X right now.  I can tell ya, only a network administrator could even begin to adequately explain what mountains had to be moved in order for us to step in and build, largely from scratch, in 30 days a whole new multiplayer connectivity system that handles direct connect, NAT connect, and international proxy hosting on the fly.  We had to basically take our top developers from across all projects and put them on this project. That is a feat that can’t be easily duplicated (and it was why I was so directly involved because I had to “steal” core developers from Impulse, Object Desktop, WindowBlinds, and Elemental to make it happen). 

So one of the things to bear in mind is that recognizing what needs to be done and being able to do it are often two different things. If sales continue as strongly as they are now, I think we’ll be able to do most of what’s listed up there but only time will tell. Like I said, I’m just speaking for myself and looking at Demigod in a vacuum.  But you can rest assured that we’ll do as many of them as we can and push for GPG to get in as many as they can get in or let us take care of it for them. It’s not as straight forward as it seems though.

I’m a big believer in treating games as assets. They can live long into the future. I played Total Annihilation for years after it was released. I’m sure there are people here who are like me in that way.  Heck, I still code on Galactic Civilizations II’s AI on occasion for enjoyment.

So anyway, version v1.1 is about 24 hours away from release. We’re very excited to see how people like it and we hope it’s the first of many updates.

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June 25, 2009 4:26:15 PM from Demigod Forums Demigod Forums

Frogboy, if you put random in there. If you put it as a feature for some ppl to choose non-random and other players can choose random IF THEY WANT, you should really give them a gold reward for choosing random, like 200-300 gold from the start or something. Cuz im betting my hat collection that most ppl dont wanna pick random if they dont get any kind of reward for doing so

 

Otherwise, great stuff.

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June 25, 2009 5:05:13 PM from Demigod Forums Demigod Forums

FB, or any other Dev:  Could you please start a thread expalining the "Concede" button.  Nobody seems to know what it does, or how it works, or if there's a timer of some sort, or if it needs a "vote".  It's very unclear.  Also, we heard/read that it was suppose to be a "Team Concede", but when one player pushes the button, it seems they just quit (or RQ) anyway, so we all could use some explinations about how it works exactly please.

Thanks.

 

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June 25, 2009 11:02:54 PM from Demigod Forums Demigod Forums

Quoting floodiastus,
Frogboy, you should really give them a gold reward for choosing random, like 200-300 gold from the start or something. Cuz im betting my hat collection that most ppl dont wanna pick random if they dont get any kind of reward for doing so

I'm guessing you haven't played many other RTS's in a multiplayer setting, cause your "bet" is simply incorrect.  Essentially, "random" as an option is typically a standard feature for this type of game (it was missing in Demigod - not sure why)

You don't have to reward people for picking it -- for many, the added skill requirements, variety, and general challenge involved is its own reward.  And this is exactly for whom it is provided.

Regarding the patch: good changes, but I too would like to see the concede functionality spelled out - or at least linked in the OP if it has already been done elsewhere.

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June 26, 2009 4:05:43 AM from Demigod Forums Demigod Forums

Paladin: From my observation, if you push concede button, you will be flagged as concede player.
When all your teammates do the same (press the button) game ends, exactely same like the other team kill citadel.

So if you will lose for sure, ask all players from your side to press concede button in menu, so you wont lose so much time in that game.

Additionally, if someone quits or dc, he is flagged as concede too, so if you get AI in your team, it's flagged right from the start. That means, if you are in team with eg. 2 AIs, and you press concede, game will end immediatelly (your lose of course).

 

But there is still host bug. So if host leave the game, stats will not save. When someone want to have pure and amazing stats, all he need to do is host games, and when he is losing, just quit the game by "end game" button (not concede). Game will not save at all, he will not get disconnect (rage quit), and he will not get lose. Of course all other players won't get stats either, so you can forget about your favors, if host leaves. I played couple games yesterday, where host left, and I got no stats at all (even when his team conceded the game !!). I should have much more favors, but well... it's Demigod. There's just one solution to prevent this. You need to host your own games... but I hope all players won't do same, so we would have 50 players online and 50 games hosted

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June 26, 2009 2:33:29 PM from Demigod Forums Demigod Forums

great job as usual frogboy

but its clear the developers arent getting the message

"Fix Favor"

 

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June 26, 2009 3:15:48 PM from Demigod Forums Demigod Forums

After the patch:

-crashes a lot

-fav items are not stored

-random demigods not working

 

Yeah, great job indeed.

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June 26, 2009 6:58:33 PM from Demigod Forums Demigod Forums

after the patch is before the patch (but even worse)

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June 29, 2009 5:01:40 AM from Demigod Forums Demigod Forums

Maybe he can help us all!!!

http://www.youtube.com/watch?v=kVFdAJRVm94

Have Fun

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June 29, 2009 5:46:27 AM from Demigod Forums Demigod Forums

What happend to the two new demigods?

 

 

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June 29, 2009 10:30:14 AM from Demigod Forums Demigod Forums

Sorry, don't have time to read all the replies.  But you should make the hero portrait clickable for spell targeting, as called out here:  https://forums.demigodthegame.com/356887

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February 12, 2010 11:09:00 AM from Demigod Forums Demigod Forums

keep up the good work!

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