On the road to version 1.2
Version 1.1 is out! A few house keeping things:
We have put up: http://www.demigodthegame.com/opengames.asp for people who want to keep up with the number of people online which includes also the number of current games, open games, and lurkers.
Second, with v1.1 you can kind-of control the AI with the P (ping) key. Just mouse over where you want the AI to go and it will tend to go there unless it decides there’s a higher priority objective but it works decently (about as well as it does on humans <G>).
Now, with that discussed, let’s talk about version 1.2.
Gas Powered Games is on board to open Demigod up to pretty significant official modding support which I think would be totally awesome. I don’t know if anyone reading this has had a chance to check out the LUA code (scripts). A few mods have already been made but obviously modding right now is a problem because you can’t use them online. We would solve that by having officially sanctioned mods (players would submit them to DemigodTheGame.com and once accepted would be treated much like extra “Game options”). I’d be curious to find out if modders could add new units and such.
But what we are particularly interested in doing with v1.2 is nailing down “features” that users want changed or fixed. So please feel free to use this journal entry as a means to tell us what things you think we could do in v1.2 that would make the game even more fun. Whether that be things I’m already aware of like improved path finding or better queuing up of spell actions or anything else that you feel detracts from the experience.