Flo,
Thanks for the great ideas. Some of them we've already discussed and considered, others I hadn't even thought about yet.
Flo de Haan wrote:
The old game always broke half time so I never got to finish it.
That's a problem I hope we don't ever have! Although we are working on ways of ensuring that if something does go wrong, especially with the networking, then there is a good way to recover (i.e. load the last turn, like the original game did). That way, you would lose at most an hour of play, instead of the whole game.
Flo de Haan wrote:
First let me say I'd love to playtest it, and the computerized version may be a great way of playtesting new finetuning options of the physical game in turn.
When we release the alpha version, I plan on opening it up to this group, since you seem to be able to play the physical game much more often than I do. I live in a fairly rural area, and it's hard to find enough people willing to devote enough time. I guess that's one of the reasons for developing this game.
Also, I plan to have the game be open source, and the advancements be adjustable. So, if you want to make changes, there should only really be a few lines of code to change (and for the not-so-computer savvy, I'll write a tutorial on the simpler changes). This means that you can make your own "version" of the advancements, adjust them, and playtest with different variations.
Flo de Haan wrote:
1. how to get a good overview of the board. especially when you're using the full 18 players.
Right now we have a color-coded mini-map to allow for easier scrolling over the board, and to provide an overview of who has what. Also, scrolling on the board will be much more intuitive.
Flo de Haan wrote:
2. I liked the ability to hide opponents movements, but maybe it's an option to make a toggle between 'before' and 'after' moves of each player. hiding the full movement makes you playing your own game without keeping track of other people's game.
I'll talk later (after your last point) about some of the ideas for movement. I've noticed that the method that's common is to move the piece to the border and flip it over, so that you know what's been moved from where, and what hasn't. I would like to adopt that, which means it will be clear what has moved and what hasn't.
Flo de Haan wrote:
3. It's fun you don't know exactly what other players trade, though in a real game keeping your ears open helps keeping track of certain cards.
You might buil din an option of 'rumours say...' (for example: your informants tell you that a grain card was traded for a wine). Maybe giving options in now much imformation to let through. Calling out loud your own trades can harm you though it can help too by attrackting other player's attention.
The "trading" has been a little bit of debate for a while now. I think we may have come to an agreement on the first step, but I think that will likely require the most playtesting and possible reworking.
Flo de Haan wrote:
4. While devellopping the Civ-Administrator we came accross some difficulties. We wanted a system where each player can mark some cards and see what the total costs are without distracting the credits immediately. Like a shopping cart at websites. you mark your cards and the system counts your costs. Once the AST is altered it actually couonts it up in your row of cards and adds the new credits to your credit pool.
Exceptions in these are cards like 'written record' and Monument where you get to choose a (combination of) color(s) and Library and Anatomy. Think about this.
A notice is, that sometimes at multicolored cards there are more options to count credits. our system immediately counts the highest possible credits. in fact you could choose for less credits to use more treasury but in practice this is seldom applied. (say you want to purchase literacy and have 30 blue credits, and 25 red credits, you might want to use only the red credits and use 5 more treasury to keep from tax revolts next turn)
I hadn't even begun to think about how advancements would be purchased and credits would be accumulated. I know it's important, but that's a little later down the line.
Flo de Haan wrote:
5. Another Civ Administrator thing we forgot in the first place is 'Regression'. now it is solved and it immediately checks for 'fundamentalism and 'library' and then moves back your ast marker
We will likely be writing sections of code for each calamity independently, so hopefully we will get the effect of all of them appropriately.
Flo de Haan wrote:
6. Take a look at an opitional time-marker
I'm not sure what you mean by this. I was thinking about the option of a "timed game" where the game itself would give you a 1 hour warning, then finish the turn and ask about continuing.
Flo de Haan wrote:
7. think about requesters to buy tradecards in AST order and count in Wonder of the world on that if you want to use new rulings
I've thought about making two different WotW, since the discussion has been moving in that direction. As I said, I hope to make the advancements code-independent enough in the game that they can be adjusted without requiring any rewriting of other code.
Flo de Haan wrote:
8. At Play by Email I notice that it's often hard to tell whose turn it is. It might be an option to show a box message at all time to see who is about to do what. In a real game sometimes movement of a certain player goes before its actual turn because it speeds up the game and there is no intervention between these two player. Have you thought about an option for that. Think about a 'houserule' whether that player (who went before his turn) is allowed to change his movement afterwards. (it shouldn't be allowed but in reality he often is by other players)
Since movement is one of the biggest time strains, I planned on using a "finish in order" style, and make it really easy to "undo" a move. I was thinking that when you moved, your piece left a "tail" back to its starting area, and you could simply drag it back to undo the move. That way, everyone could be moving simultaneously, but the players must confirm that they are done in turn order. So, if you wanted to wait until you know someone has finished, you wait until they have confirmed (I plan to have a very simple indicator for confirmed movements). That way, if someone who moves before you attacks, you can undo some movement and defend yourself, but if someone moves after you, they can simply wait until you've confirmed that you are done before attacking. A player may also move some tokens right away, and wait to move others until after the other players move.
The best part is, this should be even faster than the board game, since players don't have to worry about their hands getting in each others way.
I think the hardest part is figuring out how to undo ships correctly. The difficulty lies when a person picks up and drops off tokens en route.
Thanks for the suggestions so far. I welcome any more thoughts.