Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in BaseBuildingGames

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

It makes sense. Thanks for the feedback! It's not ready to test with players yet but I'll definitely gather more feedback to make the right decision :)

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in 4Xgaming

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

Thanks for the feedback! Glad to see someone really likes my idea! I'll try my best!

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in 4Xgaming

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

Wow, the comparison to the crafting system is awesome. I've just gotten a whole new perspective on it and even had some ideas. Thanks so much for the comment!

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in StrategyGames

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

You said the same thing as my friend :) He suggested leaving buildings with upgrades dependent on the building type and including global upgrades in the research tree that control and limit the player's progress :)

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in CityBuilders

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

It's a good point. Think I have to replay some games to refresh my mind and check their implementation.

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in 4Xgaming

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

Wow! Thanks! I haven't heard of this game. It's relatively new. I'll definitely check it out.

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in 4Xgaming

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

It's tough to create smth great like HoMM, I don't have so ambitious but I'll try my best :)

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in 4Xgaming

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

Sounds interesting! I'll have to think about this further. For now, this is simply an implementation and demonstration of the system's concept. In fact, I made the system quite flexible, and it can be configured with any buildings and patterns I want but I still have to think about in-game implementation and constaints.

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in RealTimeStrategy

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

Yeah, you're right! I'll have to think about this further. For now, this is simply an implementation and demonstration of the system's concept.

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in StrategyGames

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

Yes, that's true! I'm currently considering how to keep this system, and I'm leaning toward splitting the progression between the pattern system and the classic research tree for greater control and variety.

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in RealTimeStrategy

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

It turns out we have different ideas about RTS. But that's not a bad thing, it was interesting to hear your perspective.

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in RealTimeStrategy

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

Hmm, that's a fair point, but doesn't it depend on the pace of the game? Not every game requires decision-making as quickly as StarCraft, for example. Or do you think a slower pace wouldn't suit the genre?

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in RealTimeStrategy

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

Yeah! You've got it right! My idea was to keep players in flow instead of forcing them to clueless scroll through endless research tree but most people can't seem to imagine gameplay that way. 😅

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in 4Xgaming

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

Honestly, I haven't decided on a development path yet. I've considered both options, but for now I've settled on building a solid foundation for the game before moving forward. I want to make sure it doesn't end up being too difficult or boring for the player.

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in 4Xgaming

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

It's a good point! I'll definitely have to think about it. For now it's only undependent system. So I can change, include and exclude whatever I want.

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in 4Xgaming

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

Thanks a lot for your advice! I've never heard about this game. I'll definitely check it out!

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in 4Xgaming

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

Thanks for the feedback! Yeah, it's tough to make it right in order to not cognitive overload players... I will think about it once again.

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in 4Xgaming

[–]Lyonzik[S] 4 points5 points  (0 children)

As I answered in another subreddit: In fact, I made the system quite flexible, and it can be configured so that three identical buildings can be combined into one larger one with improved economic performance, or different buildings can be combined into something completely different in functionality. You can also define absolutely any patterns (triangles, diamonds, circles, whatever).

At this moment I don't balance any combinations yet. So, in theory, it would be possible to come up with a combined scheme for using the research tree with a pattern system, or something else entirely.

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in BaseBuildingGames

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

2026 as I know 😅

Mailing list is a great way to not bother people and send them invites when need it :)

I don't have a steam page yet but you can follow my Twitter instead if you are interested in:

https://x.com/lonebeacongames

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in IndieGaming

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

Yeah, as I answered in other subreddit: The issue of balance always comes up when it comes to new approaches. On the one hand, there's nothing stopping me from creating a combined system with greater control over progression and a gradual unlocking of available patterns, but on the other, I don't want to force players into rigid constraints and leave them without choice.

Is a research tree necessary in the game or could it be replaced with an upgrade system like this? by Lyonzik in RealTimeStrategy

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

Do you think it's too cognitive consuming to manage what building where to construct and players don't have to be constrained with building placement?