Brad Wardell's site for talking about the customization of Windows.
Published on December 5, 2008 By Frogboy In Demigod Journals

image

This screenshot is of a test on low-end hardware (playing on my laptop) to see how well the game scales between relatively low-end hardware. As incredible the graphics are in Demigod, the hardware requirements are the same as Forged Alliance (Geforce 66x series / ATI Xanything or better).

But here's the first look at the Citadel upgrades coming in Beta 2.  The GPG team is working hard to get Beta 2 ready to go, there's just so much stuff coming together and we are pleased to mention that Demigod will be the first Stardock game with a worldwide release in multiple languages which is another reason Beta 2 is running a bit late - we're having to get all the translation stuff put together.

Stay tuned.


Comments (Page 1)
6 Pages1 2 3  Last
on Dec 05, 2008

Hell yeah, thanks for more news.

 

Look like the upgrades are:

health/first aid icon=healing upgrade for priests or total health upgrade

shield icon=total creep unit health upgrade

gold bars icon=mine gold income rate upgrade

hammer icon=total creep unit weapon damage upgrade

breastplate icon=total creep unit armor/defense upgrade

portal icon=creep unit recruiting rate upgrade

some skull thing icon=???

unit icons=escalation classe, levels are likely:

Level 0=5 minotaurs-->

Level 1=5 minotaurs+4 archers-->

Level 2=5 minotaurs+4 archers+2 preists-->

Level 3=5 minotaurs+4 archers+2 preists+2 catapultasauruses-->

Level 4=5 minotaurs+4 archers+2 preists+2 catapultasauruses+4 angels-->

Level 5=5 minotaurs+4 archers+2 preists+2 catapultasauruses+4 angels+2 giants

on Dec 05, 2008

Looks neat

on Dec 05, 2008

And I apologize for taking a screenshot at such low resolution. It looks a lot nicer on real hardware.

on Dec 05, 2008

Frogboy
And I apologize for taking a screenshot at such low resolution. It looks a lot nicer on real hardware.

No prob frogboy.  Just happy to see more info.

 

Wow, just noticed a minimap in the upper left.  I didn't think it need it, but for those who have it, they are at the very least giving it a try.

on Dec 05, 2008

If you can click directions on it, it might be useful -- it's a PITA to target your "GET ME OUT OF HERE NOW!!!!" warp scrolls in time, sometimes.

on Dec 05, 2008

Very cool, thanks Frogboy.  This makes a much deeper game

Edit: Do I see a giant tower of light at the top of the citadel? 

on Dec 05, 2008

Wow if you look close, there are a ton of changes to the map.

on Dec 05, 2008

A lot of the focus and internal debate has been on how to further increase strategic depth of the game but without making the game too complex.

Demigod's real strength, IMO, is that normal people can sit down and understand it very quickly.  I think a lot of you know what I mean by that -- you get some friends together to play X and you spend the first hour trying to show them how the game is played.  We want Demigod to be a game that people can figure out without a tutorial or needing to read the manual.

In fact, the game will NOT have a tutorial (it'll have a user manual of course that I'll be writing) we explicitly want to force ourselves to make sure the game is so intuitive that users don't have to mess with an in-game tutorial.  

The biggest thing I've been noticing in recent builds is how good the AI is.  As an AI developer, I have to say that the GPG team has really done something special here.  I'm going to come out and be blatant here: Demigod doesn't just have the best AI of any RTS style game ever.  It has the best AI of any RTS ever by a significant margin.  When you see Beta 2, I think you'll agree. (Beta 1's AI was largely  non-functional so there's not much there to look at).

on Dec 05, 2008

Me kinda likes, but I was hoping for a more intricate "tech tree", instead of just linear progressions. Kinda like what we have in GalCiv2 and Sins..

on Dec 05, 2008

Frogboy
A lot of the focus and internal debate has been on how to further increase strategic depth of the game but without making the game too complex.

Demigod's real strength, IMO, is that normal people can sit down and understand it very quickly.  I think a lot of you know what I mean by that -- you get some friends together to play X and you spend the first hour trying to show them how the game is played.  We want Demigod to be a game that people can figure out without a tutorial or needing to read the manual.

In fact, the game will NOT have a tutorial (it'll have a user manual of course that I'll be writing) we explicitly want to force ourselves to make sure the game is so intuitive that users don't have to mess with an in-game tutorial.  

The biggest thing I've been noticing in recent builds is how good the AI is.  As an AI developer, I have to say that the GPG team has really done something special here.  I'm going to come out and be blatant here: Demigod doesn't just have the best AI of any RTS style game ever.  It has the best AI of any RTS ever by a significant margin.  When you see Beta 2, I think you'll agree. (Beta 1's AI was largely  non-functional so there's not much there to look at).

Wow, more info, can't wait to see beta 2.  When is that by the way?

(was that smooth or what?)

on Dec 05, 2008

Trigeminal
Wow if you look close, there are a ton of changes to the map.

Yah there are the usual flags within the base and new flags right outside each set of side-towers.  I wonder if those change allegiance of the towers or if they have some other buff and towers simply guard them...

Demigod doesn't just have the best AI of any RTS style game ever. It has the best AI of any RTS ever by a significant margin.

I'm assuming you are talking about AI-controlled demigods here, since the creeps are pretty script-dependent?  Good news either way

on Dec 05, 2008

Soooo smooth Trige. Like butter.

on Dec 05, 2008

Ke5trel

Yah there are the usual flags within the base and new flags right outside each set of side-towers.  I wonder if those change allegiance of the towers or if they have some other buff and towers simply guard them...

Yeah, extra flags are confusing.  Wonder what the purpose for those is?  Also the portals and mines have been moved.

on Dec 05, 2008

Trigeminal

Quoting Ke5trel, reply 11
Yah there are the usual flags within the base and new flags right outside each set of side-towers.  I wonder if those change allegiance of the towers or if they have some other buff and towers simply guard them...

Yeah, extra flags are confusing.  Wonder what the purpose for those is?  Also the portals and mines have been moved.

Not true. I can still see the portals. They are just placed differently.

on Dec 05, 2008

Wagnard

Trigeminal

Ke5trel

Yah there are the usual flags within the base and new flags right outside each set of side-towers.  I wonder if those change allegiance of the towers or if they have some other buff and towers simply guard them...


Yeah, extra flags are confusing.  Wonder what the purpose for those is?  Also the portals and mines have been moved.


Not true. I can still see the portals. They are just placed differently.

AKA they've been moved? Like Trige said?

EDIT: That's odd, It said it quoted Ke5trel all those times. It's supposed to be Wagnard, Trigeminal, and Ke5tral

6 Pages1 2 3  Last