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Very nice!

Why is it that every time I see totalbiscuit review/video a Paradox-published game, I immediately want to buy it? He's their best marketing goon! :)
 
Mh looks good. But iam a bit afraid that i'll miss severl things:

1) custom sized rooms
2) conquering tiles
3) if you directly control them, the dungeon might feel a bit static/uncrowed compared to DK?

I know this is just pre alpha and footage of the tutorial, so not every implemented feature might be visible.
Hope it proofes me wrong :)

Greetings
Memnarch
 
Mh looks good. But iam a bit afraid that i'll miss severl things:

1) custom sized rooms
2) conquering tiles
3) if you directly control them, the dungeon might feel a bit static/uncrowed compared to DK?

I know this is just pre alpha and footage of the tutorial, so not every implemented feature might be visible.
Hope it proofes me wrong :)

Greetings
Memnarch

Listen to this dude, he is right
 
Paradox SEES you when you're sleeping. They KNOW when you're awake. Paradox KNOWS if you've been bad or good. So be good for goodness sake.
 
lol:D

Yeah, from two videos released, dungeon seems bit empty. No organic movement, looks quite depopulated and empty. Maybe dungeon would feel populated with ims carrying resources from one part of dungeon to another? Clearing moss and poo from ground? Cleaning dust and dirt around frequent movement paths? Replenishing torches/mana crystals?
 
Santa works for Paradox :eek:

you're right, the videos do look a bit empty. I think it's the singular small imps in what are quite big rooms. So yeah, more imps running around doing stuff and generally being cute would be good.
 
Don't just focus on gameplay, people want customization, even useless customization. Give us dynamic/definable rooms, give us furniture and little items we can place for minor benefits, give us creative options and control
 
Paradox SEES you when you're sleeping. They KNOW when you're awake. Paradox KNOWS if you've been bad or good. So be good for goodness sake.
Makes sense. Sleeping is when I'm not connected to paradox connect or on the forums. Awake is when I am. Whether I'm good or bad is easily seen on the forums. ^_^
 
Don't just focus on gameplay, people want customization, even useless customization. Give us dynamic/definable rooms, give us furniture and little items we can place for minor benefits, give us creative options and control

While I personally would like that, it sounds like it would be treading into the same area that the game Dungeons treaded into, and we all know (or we all should know) how that turned out.

I agree with the others. I think there's going to be some disappointment involved by quite a few DK fans if this is even remotely marketed as 'inspired' by or a spiritual successor, or actually anything at all with Dungeon Keeper unless the rooms can be made definable by the player.

I kind of think that I understand (only from watching the video of course) why it's made the way the video shows it, since it seems that the rooms come pre-decorated so it would likely mean that if the rooms were definable by the player that then the player would be placing any objects in that room which would mean more work for Cyanide, in that instead of them just defining one room and everything in that room will always be in that type of room in the same exact spot, so they'd have to make all individual items that can be placed, then could items only be placed on a grid system or could they develop a free placement system, then they'd also be dealing with path finding (which as TB said in the video, in the prealpha is not so great right now), and so it would complicate things quite a bit.

Even with that said, If they could do it back in the days of DK2, I don't see why they couldn't do it today, especially since it's only early pre-alpha right now and assumed that it's still changeable at this point.

I just don't know how much fun I'd have with a game of this type and only be able to customize the tunnels, that doesn't scream fun to me.

Yeah, the dungeon did look a bit empty, but who knows, we may well need our lil' imps to go and gather resources for us in the unearthed sections of the dungeon, I hope so, it really would make the underworld look more alive.

Unlike this biscuit guy, I happen to love the flower menu (he calls it a radius menu, I call it a flower menu). The first time I bought a game that had one of these flower menus I was hooked. It meant that the game screen was devoid of extra GUI junk and much of the GUI that is interactive is hidden away until you actually need it, then right click to bring it up to the surface, and right click to get rid of it again (if you didn't make a choice, if you DID make a choice then that puts it away). To me, flower menus are one of the best and most compact GUI additions to games like this where you don't need instant "twitch" gaming access to the menu.
 
The game looks quite nice. I'm surprised that they implemented so much stuff already.

+1 for customised room sizes. Squads sound interesting, but I think that a little bit more player input and more depth would be nice. It would be cool if we could choose tactics that our squads would use.

I hope that those map missions won't be fully hands-off. This concept rarely works well IMO - it's simply too repetitive and boring. I didn't like it in Evil Genius and I didn't like it in Assassin's Creed. If we had real mini-quests (and some major ones, too), it would be A LOT more interesting.
 
I'm just going to chime in and say: please don't make the same mistake Evil Genius did with their strategy map. It took away from the best part of Evil Genius (building your base and fighting agents).

Oh, and if you're going to have us waiting for long spans of time, add a speed up button. It would be preferable if the game was pretty eventful like the old Dungeon Keeper games were though.

Good luck! :)

PS. tell us if you want us to rant about on the topic of what we'd like to see. Fans love ranting.