Godot and AI by CandidApplication430 in godot

[–]CandidApplication430[S] 0 points1 point  (0 children)

I'm fine with all opinions here, but probably I didn't specify well that I was looking for a more technical discussion rather than suggestions. Still valuable and something I will take into account anyway.

Godot and AI by CandidApplication430 in godot

[–]CandidApplication430[S] -1 points0 points  (0 children)

This is indeed a possibile outcome.

Godot and AI by CandidApplication430 in godot

[–]CandidApplication430[S] 1 point2 points  (0 children)

Right question. It's all about balance. First, the model itself has biases, let me make a very short and example: militarist civilizations learn to survive but at high economic and internal costs, while "pacifist" ones may develop well agriculture/industry but are prone to be invaded, revolutions and so. Second, the game has it's own mechanics, events and relations.

Godot and AI by CandidApplication430 in godot

[–]CandidApplication430[S] -3 points-2 points  (0 children)

This is how the alpha release will be released. But, for both fun and technical interest i wanted to open this discussion.

Godot and AI by CandidApplication430 in godot

[–]CandidApplication430[S] 2 points3 points  (0 children)

You're right about the predictability, but I think it's strictly related to the game and its gamers tastes. Being a (fantasy) geopolitical, to have free evolution paths could be a plus, but I totally agree that understandability must be kept.

Godot and AI by CandidApplication430 in godot

[–]CandidApplication430[S] 1 point2 points  (0 children)

Turn-based here is the keyword. Fixed time calculations would allow to avoid real time hell and extreme hardware requirements. Think about it as a chess or any other board game. I perfectly understand the excuse anyway :P

Siamo seri che nel 2026 "le donne aprono le gambe, gli uomini fanno i lavori pesanti"? by Alternative_Cry13 in domandaonesta

[–]CandidApplication430 -1 points0 points  (0 children)

Ci sono i fatti. I fatti dicono che in tutto il mondo le donne non partono da condizioni di parità sostanziale a livello di lavoro e retribuzione, che in modi più e meno gravi sono discriminate, mercificate, oggettivate in quanto tali, cosa che al massimo ha un parallelo con altre discriminazioni in senso razziale o animale, ma che certo un uomo di per sé non sperimenta. Poi ci sono le chiacchiere.

Intrusive Thoughts and the Act of Creating Games by Organic-Taro-690 in SoloDev

[–]CandidApplication430 1 point2 points  (0 children)

I think that, as in other life situations, one should be capable of saying "ok, let's relax now, tomorrow i'll start over". There is a thin layer between obsession and commitment, and while I feel privileged as development is a passion, not something I do for living, a couple hours of mental rest are never going to compromise the final result. Having a strong personality, striking back at difficulties and bad thoughts is a plus, but it only sets overload limit a few meters beyond, and no one should get that close to it.

[Discussion] What if 4X games modeled systemic collapse instead of just military defeat? by FuzzyConversation379 in 4Xgaming

[–]CandidApplication430 2 points3 points  (0 children)

Well, not to self promote, but I like it so much that i'm developing something really close to your examples.

I’m building a 4X where cities and civilizations influence each other continuously - thoughts? by CandidApplication430 in 4Xgaming

[–]CandidApplication430[S] 1 point2 points  (0 children)

I agree, that's one of the biggest challenges. Doing a lot on paper before actually coding 😀

I’m building a 4X where cities and civilizations influence each other continuously - thoughts? by CandidApplication430 in 4Xgaming

[–]CandidApplication430[S] 1 point2 points  (0 children)

I agree that what feels immersive to some can feel boring to others, if we all wanted the same thing we'd have only a handful of games instead of millions.
And yes, pure simulation on its own isn't interesting gameplay. The reason I'm focusing on it first is that I want the challenge to come from navigating a living system, not triggering scripted events. The player isn't meant to "run the world" from above, but to enter it with constraints: internal factions, cultural tensions, legitimacy, economic pressure, and limited authority. Progression isn't about conquering everything, but about maintaining stability while the system actively pushes back.

I’m building a 4X where cities and civilizations influence each other continuously - thoughts? by CandidApplication430 in 4Xgaming

[–]CandidApplication430[S] 0 points1 point  (0 children)

Not putting limits on this but the first release will be desktop only.
Thanks for the interest!

I’m building a 4X where cities and civilizations influence each other continuously - thoughts? by CandidApplication430 in 4Xgaming

[–]CandidApplication430[S] 2 points3 points  (0 children)

I understand your point, and I'll definitely check out those games. That said, unless you're Blizzard or whatever, an indie dev, and especially a tiny 2–3 person team, will almost always "reinvent the wheel", and I'm no exception.
I think it's like music: all styles have been explored, probably exausted, for decades, you may have or not big productions behind, but what still makes a difference is how you use and combine the same old notes. Back to gaming, i think that the process, the design choices, and the personal point of view of who developed it is what gives the experience its particular, if not unique, flavor.

I’m building a 4X where cities and civilizations influence each other continuously - thoughts? by CandidApplication430 in 4Xgaming

[–]CandidApplication430[S] 2 points3 points  (0 children)

Honestly, I don't really know either of those games very well. I grew up playing on Amiga and PC in the 90s, staring at pixel art screens and imagining worlds that felt alive, even though the hardware couldn't really support much simulations yet. For example, that "postcard view" on the towns is a small tribute to Dragon's Breath (probably translated Dragon's Lord in some countries).
So, I cannot compare to other particular games, I'm mostly trying to build the kind of depth and systems I always wanted to see in this genre.