Hello everyone,
I am currently working on a project based on the concept of players being Gods. If you have played games such as Black & White or Dominions 3, this will have a sense of familiarity to you; However, I found that a lot of the 'god simulators' seemed constraining in many ways.
What I have done is created a progression system based on belief power which is used as Gold. The focus of the map will step back from resource gathering and step inward on the amount of mortals that you have commanded under your whim.
At the start of the game you have an invulnerable disembodied God that represents you. It has the ability to create extensions of his will that cost 100 belief (with high cooldown) that manifests a small invisible essence. These essences work very much like the Possession spell. You use them to seek out and convert a mortal to expand your portfolio of followers.
(The Convertion essences can only possess creatures equal to their level. I have adjusted it so greater creatures and powerful summons don't get converted by an easy gesture of little power.)
Once you have enough mortals under your whim you can then begin the construction of a shrine. The Shrine grants you the power to summon minor creatures of the wild and also summon Convertion essences, if needed. It's capabilities will grow in power as you upgrade it, produce prophets, etc until you go on to making new temples and powerful altars. The mortals will also be able to build their needed structures, starting with village huts, observation towers, and village centers (which also evolve over upgrades like ages).
The construction of mortals isn't entirely dependent upon converting. Village huts and Centers can produce mature Males and Females (the button is called maturity). They cost -no resources-, only food. Females have the ability to construct the Shrine and the hut/center with the addition of using an ability called 'Mate' which allows them to produce a child. The reason why the children producing is an option is because they give the most belief per second (3), females give 2, and males give 1. This makes it a primary focus to facilitate a vast population and give room for the production of large armies. Males are the primary laborers that eventually build other important structures, such as a training hall, docks, etc.
The map itself is a vast collection of isle continents, allowing the players to start out in a bit of isolation before choosing their diplomatic relations of other divine siblings and wreaking havoc across the globe. Currently, the map supports 10 Gods.
As the players (Gods) grow in power, they will eventually choose different divinispheres, somewhat like levels of divine connection to reality like the elements or chaos. As they increase in power, they will achieve certain divine levels that rant them more access to these divinispheres. These are arranged like a ladder, "Godling/Godspawn, Lesser God, God, High God, Elder God, and Overgod". The goal is to get to the maximum divine level, granting the majority of power from all divinispheres.
The only thing I am having difficulty with as of right now is how to set in 8 different classifications of unique spells with it being as an on target. A lot of them, such as summoning blood golems or a Dark Titan, can be easily implemented with the chat command to have it be summoned on the God, but I do not want to have it necessary for the God unit to be in every location for spells that aren't summons, such as an AoE.
So, mainly... what would I do for spells that I'd like the God to target an enemy with? IE, a goblin horde is attacking the village and the God's unit object only has so many abilities and only 6 item slots. I want to make it balanced so that if a God is invading another God, he won't personally be there and unload spells like a gattling cannon. I'd like different things such as fireballs, meteor showers, blacks holes, etc, but I only want them available depending on how much the player has tapped into that divinisphere but be able to target it on the map over a wide distance.
Another idea as a safeguard was creating a region for each player that latches onto a temple or other religious object that binds them to that region, this way they can only use nukes and aoes in their realm while they still can cast powerful summons and global spells (earthquakes, eclipse, etc).
This will create a sense of variety to the liking of the player, such as being the God of Fire, the God of Chaos, the God of Elements, etc. They will also be able to construct appropriate buildings as they further advance. Doesn't go well when you have a beautiful lit-up temple when your entire kingdom is dark with blight everywhere. I also intend on having their chosen powers affect the terrain of their kingdoms, but I'll consider that a secondary objective.
Mainly, I am looking for the community's opinion on this. I want to make this very distinct and full of options for the player to really feel like a God and customize their environment. Also, there will be other builder options, some for decorations and others for erecting walls, etc.
I have done a lot of voice recordings to give a feel to the map. It opens with two aspects of yourself that call themselves the 'Reverence' that represent the dualities of nature (good/evil, etc) that act as your guides. I am also making a custom soundset for the God unit, voice emote commands (so players can sound like gods, too! ), and voices for powerful spells being cast.
As far as races go, currently there's only the Humans to offer an expansive kingdom and building structure. Once I have all of their civilization stages finished, I will create racial replicas based off of their object data.
What do you think would be a better idea?:
A) Bunch of species all around the map, warring with each other and waiting to be slaughtered or converted.
B) Just humans and lesser creatures, but as your power evolves, you can start shifting the humans and form a new race... Paving the road of "Player God has created a new race." or something.
Another thing:
What would you think of allowing the player to choose a form of government when he/she reaches the right civilization stage? Like having an Emperor as a unit, a Pope, a group of oligarchs, a circle of mages, etc?
Another, nother thing:
I'd like to trigger what mortals want or need, whether it be happiness or more houses, but it isn't a necessity. If created, would you find this more of a nuisance or more of rightful responsibility? I mean, you could always replace with a shower of fire.
Currently finished:
Voice cinematic intro. (All voice recordings custom)
Custom Emote voice commands. (type something, text and recorded voice appears to all players)
Custom human civilization that technologically evolves.
Belief system based on how many followers you have. (Acts as Gold)
Map layout, terrain, etc, is fully finished.
Ideas:
Kingdom's form of government (choose forms of governance such as pure theocracy, monarchy, magocracy, imperium, etc)
God unit is bound to regions emanating from their temples, shrines, sanctuaries, etc.
I apologize if I have jumped alot on this topic. I have hardly gotten any sleep and I am about to head to bed. Please let me now what you guys think, offer ideas/suggestions, margaritas... Anything.
Thanks gals and guys. I hope to have this in beta release in a few days if all goes well.
-Ahmethus
I am currently working on a project based on the concept of players being Gods. If you have played games such as Black & White or Dominions 3, this will have a sense of familiarity to you; However, I found that a lot of the 'god simulators' seemed constraining in many ways.
What I have done is created a progression system based on belief power which is used as Gold. The focus of the map will step back from resource gathering and step inward on the amount of mortals that you have commanded under your whim.
At the start of the game you have an invulnerable disembodied God that represents you. It has the ability to create extensions of his will that cost 100 belief (with high cooldown) that manifests a small invisible essence. These essences work very much like the Possession spell. You use them to seek out and convert a mortal to expand your portfolio of followers.
(The Convertion essences can only possess creatures equal to their level. I have adjusted it so greater creatures and powerful summons don't get converted by an easy gesture of little power.)
Once you have enough mortals under your whim you can then begin the construction of a shrine. The Shrine grants you the power to summon minor creatures of the wild and also summon Convertion essences, if needed. It's capabilities will grow in power as you upgrade it, produce prophets, etc until you go on to making new temples and powerful altars. The mortals will also be able to build their needed structures, starting with village huts, observation towers, and village centers (which also evolve over upgrades like ages).
The construction of mortals isn't entirely dependent upon converting. Village huts and Centers can produce mature Males and Females (the button is called maturity). They cost -no resources-, only food. Females have the ability to construct the Shrine and the hut/center with the addition of using an ability called 'Mate' which allows them to produce a child. The reason why the children producing is an option is because they give the most belief per second (3), females give 2, and males give 1. This makes it a primary focus to facilitate a vast population and give room for the production of large armies. Males are the primary laborers that eventually build other important structures, such as a training hall, docks, etc.
The map itself is a vast collection of isle continents, allowing the players to start out in a bit of isolation before choosing their diplomatic relations of other divine siblings and wreaking havoc across the globe. Currently, the map supports 10 Gods.
As the players (Gods) grow in power, they will eventually choose different divinispheres, somewhat like levels of divine connection to reality like the elements or chaos. As they increase in power, they will achieve certain divine levels that rant them more access to these divinispheres. These are arranged like a ladder, "Godling/Godspawn, Lesser God, God, High God, Elder God, and Overgod". The goal is to get to the maximum divine level, granting the majority of power from all divinispheres.
The only thing I am having difficulty with as of right now is how to set in 8 different classifications of unique spells with it being as an on target. A lot of them, such as summoning blood golems or a Dark Titan, can be easily implemented with the chat command to have it be summoned on the God, but I do not want to have it necessary for the God unit to be in every location for spells that aren't summons, such as an AoE.
So, mainly... what would I do for spells that I'd like the God to target an enemy with? IE, a goblin horde is attacking the village and the God's unit object only has so many abilities and only 6 item slots. I want to make it balanced so that if a God is invading another God, he won't personally be there and unload spells like a gattling cannon. I'd like different things such as fireballs, meteor showers, blacks holes, etc, but I only want them available depending on how much the player has tapped into that divinisphere but be able to target it on the map over a wide distance.
Another idea as a safeguard was creating a region for each player that latches onto a temple or other religious object that binds them to that region, this way they can only use nukes and aoes in their realm while they still can cast powerful summons and global spells (earthquakes, eclipse, etc).
This will create a sense of variety to the liking of the player, such as being the God of Fire, the God of Chaos, the God of Elements, etc. They will also be able to construct appropriate buildings as they further advance. Doesn't go well when you have a beautiful lit-up temple when your entire kingdom is dark with blight everywhere. I also intend on having their chosen powers affect the terrain of their kingdoms, but I'll consider that a secondary objective.
Mainly, I am looking for the community's opinion on this. I want to make this very distinct and full of options for the player to really feel like a God and customize their environment. Also, there will be other builder options, some for decorations and others for erecting walls, etc.
I have done a lot of voice recordings to give a feel to the map. It opens with two aspects of yourself that call themselves the 'Reverence' that represent the dualities of nature (good/evil, etc) that act as your guides. I am also making a custom soundset for the God unit, voice emote commands (so players can sound like gods, too! ), and voices for powerful spells being cast.
As far as races go, currently there's only the Humans to offer an expansive kingdom and building structure. Once I have all of their civilization stages finished, I will create racial replicas based off of their object data.
What do you think would be a better idea?:
A) Bunch of species all around the map, warring with each other and waiting to be slaughtered or converted.
B) Just humans and lesser creatures, but as your power evolves, you can start shifting the humans and form a new race... Paving the road of "Player God has created a new race." or something.
Another thing:
What would you think of allowing the player to choose a form of government when he/she reaches the right civilization stage? Like having an Emperor as a unit, a Pope, a group of oligarchs, a circle of mages, etc?
Another, nother thing:
I'd like to trigger what mortals want or need, whether it be happiness or more houses, but it isn't a necessity. If created, would you find this more of a nuisance or more of rightful responsibility? I mean, you could always replace with a shower of fire.
Currently finished:
Voice cinematic intro. (All voice recordings custom)
Custom Emote voice commands. (type something, text and recorded voice appears to all players)
Custom human civilization that technologically evolves.
Belief system based on how many followers you have. (Acts as Gold)
Map layout, terrain, etc, is fully finished.
Ideas:
Kingdom's form of government (choose forms of governance such as pure theocracy, monarchy, magocracy, imperium, etc)
God unit is bound to regions emanating from their temples, shrines, sanctuaries, etc.
I apologize if I have jumped alot on this topic. I have hardly gotten any sleep and I am about to head to bed. Please let me now what you guys think, offer ideas/suggestions, margaritas... Anything.
Thanks gals and guys. I hope to have this in beta release in a few days if all goes well.
-Ahmethus
Last edited: