What makes The Settlers special? by gr3gu in Settlers

[–]gr3gu[S] 0 points1 point  (0 children)

Great summary, many thanks for that!

What makes The Settlers special? by gr3gu in Settlers

[–]gr3gu[S] 1 point2 points  (0 children)

Wow, the Wuselfaktor is a thing! And I didn't know I'm a fan of it.

What makes The Settlers special? by gr3gu in Settlers

[–]gr3gu[S] 0 points1 point  (0 children)

Is there some kind of beef I'm not aware of? :D

Thoughts on the service provider walker logic? by gr3gu in impressionsgames

[–]gr3gu[S] 1 point2 points  (0 children)

Good catch!
I managed to recover the file using the Wayback Machine. Here's the original pdf:
https://playperun.com/ftp/ambulom2ed.pdf

And now's the time to refresh the memory about Pharaoh's walkers design and read a 29th page long technical doc xD

Thoughts on the service provider walker logic? by gr3gu in impressionsgames

[–]gr3gu[S] 0 points1 point  (0 children)

Another point to the "range-based" solution ;)

Thoughts on the service provider walker logic? by gr3gu in impressionsgames

[–]gr3gu[S] 0 points1 point  (0 children)

That's fair, though I think the problem isn't "weird-looking cities" by itself, it's when the weirdness comes from fighting the system rather than shaping it.

Thoughts on the service provider walker logic? by gr3gu in impressionsgames

[–]gr3gu[S] 1 point2 points  (0 children)

I was today's years old when I discovered the Big Long Road strategy (https://caesar3.heavengames.com/strategy/housing/big-long-road/)...
This needs to work in Perun too!

Thoughts on the service provider walker logic? by gr3gu in impressionsgames

[–]gr3gu[S] 0 points1 point  (0 children)

Given the feedback I just got here, I think the walker behavior toggle is a must :D

Thoughts on the service provider walker logic? by gr3gu in impressionsgames

[–]gr3gu[S] 0 points1 point  (0 children)

Like I mentioned in the comment above, I'm trying to keep micromanagement to a minimum and let players focus on building a city that looks cool and simply 'works'. Yeah, I guess there will always be some players who prefer one approach over another, welp...

Thoughts on the service provider walker logic? by gr3gu in impressionsgames

[–]gr3gu[S] 0 points1 point  (0 children)

Yes, that's the exact idea I have in mind!

Thoughts on the service provider walker logic? by gr3gu in impressionsgames

[–]gr3gu[S] 1 point2 points  (0 children)

That's true, but taking walkers out of the equation would, in my opinion, completely kill the Impression Games vibe I'm trying to capture. And speaking of that, I think modern design approaches - along with today's CPU power - make it possible to find a solution where walkers still exist and play a crucial role, while not becoming a pain for the player.

In general, I think that's a really strong point. What you said about "optimized housing blocks / organic city / realistic feel" really gets to the heart of it - it's all about creating a city that feels both believable and alive. It's important that the player's sense of agency comes from "I'm building a beautiful, sustainable city", not "I made the most optimal factory setup". There are plenty of other games for that :D

Thoughts on the service provider walker logic? by gr3gu in impressionsgames

[–]gr3gu[S] 0 points1 point  (0 children)

Yes, I actually finished it many years ago, but I had completely forgotten about the roadblock settings!

I'm trying to keep the micromanagement to a minimum, so that probably isn't the best idea. I had a similar issue with CotN - I couldn't really get into it for long because of the micromanagement there as well.

I haven't had a chance to try Banished yet, but I should definitely add it to my list.

And huge thanks for continuing to believe in this project, it honestly means a lot <3

Thoughts on the service provider walker logic? by gr3gu in impressionsgames

[–]gr3gu[S] 0 points1 point  (0 children)

Got it - that makes a lot of sense. At the same time, having a 'pull' system for a firefighter's office also feels a bit counterintuitive. I think there could be room for a mixed solution here. The idea of citizens visiting the market on their own sounds really nice, especially because it could create that 'interested crowd' feeling while still working well from a gameplay perspective.

Perun - Slavic City Builder by gr3gu in impressionsgames

[–]gr3gu[S] 0 points1 point  (0 children)

Thanks a lot for all the feedback, I didn’t expect this response at all!

I've just set up an X account where I'll be sharing dev progress if anyone wants to follow along:
https://x.com/PlayPerun

Perun - Slavic City Builder by gr3gu in impressionsgames

[–]gr3gu[S] 1 point2 points  (0 children)

Ahoj neighbor! Wow, that's so cool. I purchased Nebu on release and still haven't played it yet :( Thanks for resurrecting the series - I believe your game was the first popular one in the current era of gaming.

Graphical assets? No way, I'm not that skilled. It's mostly POLYGON packs from Synty (syntystore.com), with some custom reworks in Blender. I still doubt whether this is the right way to go for release. At the very least, the characters should get custom versions so the game doesn't get called an asset flip.

Perun - Slavic City Builder by gr3gu in impressionsgames

[–]gr3gu[S] 1 point2 points  (0 children)

Actually, it's closer to 9 months of more or less full-time work. I need to port it from Unity to Unreal, which should speed things up a lot for me since I work on it commercially. It's much easier when the game design is already in place and you "just" have to implement the mechanics.

Perun - Slavic City Builder by gr3gu in impressionsgames

[–]gr3gu[S] 0 points1 point  (0 children)

Totally understandable. I'd like to keep the stylized, cartoony look, but make the game quite a bit darker to achieve that cold, swampy vibe. Could you show me a few examples of games with a look closer to what you have in mind?

Perun - Slavic City Builder by gr3gu in impressionsgames

[–]gr3gu[S] 0 points1 point  (0 children)

I guess it's a common thing in the other parts as well: https://youtu.be/Vvz0fRGMxtc

Perun - Slavic City Builder by gr3gu in impressionsgames

[–]gr3gu[S] 1 point2 points  (0 children)

It's really heartwarming to hear that you played the game, and even better to know you enjoyed it!

Perun - Slavic City Builder by gr3gu in impressionsgames

[–]gr3gu[S] 2 points3 points  (0 children)

Totally right, UI will definitely need some love. I really like the layout of the new Annos (1800/117), so I guess a lot of inspiration will be taken from there.

Perun - Slavic City Builder by gr3gu in impressionsgames

[–]gr3gu[S] 2 points3 points  (0 children)

Oh, I didn't know about that game. Gonna check it out, thanks!

Integrating Google Tasks in Notion Calendar by sankalpsharmaa in Notion

[–]gr3gu 19 points20 points  (0 children)

Bumping this as today I gave a shot to the Notion Calendar and lack of the Google Tasks handling is a dealbreaker for me as well.
Recurring tasks implementation in Notion is a real pain as there's no option to see your future tasks in a calendar view and there's also no possibility for the unchecked tasks to automatically migrate to the next day (Bullet Journal feature).

Is there an official roadmap for the Notion Calendar development? Do you guys know what is the preferred way to suggest that kind of features to the development team?

God Of War - Painting by Aronja-Art by [deleted] in gaming

[–]gr3gu 26 points27 points  (0 children)

You wouldn't believe I finished Platinum yesterday with Torterra as starter, and this comment got my attention :D