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🌈 $5 Tier: [Benedikt][David Martínez Martí]
Greetings fellow players, For a while now, I've been debating a paradigm shift in Rise to Ruins. This is mostly a result of everyone's feedback. There are many features in Rise to Ruins that are heavily requested, but I usually respond with a polite "no" and explain myself. The reason provided is Rise to Ruins is intended to be a Godlike Village Simulator, with as little "Village Management" as I can get away with. The core philosophy of Rise to Ruins is a "Hands off" approach, similar to some of the game's grandfathers, like the game Black and White. Many of these features requested are completely reasonable, wouldn't be hard to code in, and would make the game much more fun. They just don't fall under my vision of what a "godlike" is. A very common counterargument I hear when I tell people "no" is that "You already have a ton of direct control, like placing buildings or assigning workers". Guess what? They're absolutely correct! Would it even take away from the godlike elements to allow a little more? Likely not. My only concern is losing the godlike charm seen in games like Black and White while also adding some of the management roles seen in games like Town, Rimworld and Banished. But, I think it still can, and of course, the end goal is for everyone to enjoy playing anyway. Here's a few examples of some of the requested features I get constantly, that I turn down and the reasoning behind it. These are some of the things I may change my mind on, depending on your feedback to this post. 1. "I would like to be able to select what building can, and can't store" This one simply feels like way too much direct control. You're a god, you should not be able to explicitly tell your villagers where to store things. 2. "I would like to be able to configure my towers to attack closest, farthest, lowest hit point, or highest hit point monsters" Like above, it feels like too much direct control. It's not up to you to decide how they fire, it's up to the villagers (in reality, the AI for each tower is configured to what I feel is best. But players may disagree with my choices and want something different) 3. "I want to control storage distribution priority." Somewhat in line with number 1. Another reasonable setting. Again, I set these things based on my own personal opinion what is best, and again, this is something players may disagree with me on and want to change themselves, in-game. 4. "I want to control how much of items are made" This is a big one, currently the system uses a ton of algorithms to decide how much tools, armor, items and everything else is made. The system is completely autonomous. Just like all the others, I feel this is how it should be as a godlike, because god does not get to decide what the villagers do with their resources. Now the great thing about adding everything I mentioned, is many of these will work just like they do now anyway, the only difference is you'll be given control to change them. So while it increases micromanagement, it'll only increase micromanagement for players who decide to do it. Going down this path may result in an even more entertaining game. But it will cause a subtle paradigm shift in the long term development, pushing it a little closer to more traditional village simulators, like Towns, Rimworld, Banished and Gnomoria. Please, let me know down in the comments what you think, and vote in this Strawpoll with your final overall answer.
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