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Godus is a delightful reinvention of the god game from 22cans and Peter Molyneux, who created the genre. Mac, PC, Mobile iOS & Android
Godus is a delightful reinvention of the god game from 22cans and Peter Molyneux, who created the genre. Mac, PC, Mobile iOS & Android
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17,184 backers pledged £526,563 to help bring this project to life.

Designing GODUS Update #1

Posted by 22cans (Creator)

Hello everyone,

To start the week we have an update on GODUS! This is the first of five videos that we will be releasing this week, the 22cans Design team revisit the previous games in Peter Molyneux’s career that have inspired Project GODUS. From the land manipulation and power of Populous, to the digging and expansion of Dungeon Keeper and onto the tactile interaction with a living world on the vast scale of Black&White. Peter and Jack share with you how the past will form the future.

We also wanted to share with you the design of our teeshirt (let us know in the comments what you think) which we hope to make available in two colour options; white and pale blue. There'll be also another update on teeshirts where we show off a detail of the motif and give you an idea of what's on the back. 

We also want to show you the GODUS pendant. This piece of exclusive Titanium jewellery is lovingly hand-made and hand-engraved (something which very few people in the world know how to do). It is also beset with one sparkling, real diamond and as you know, diamonds are forever! On top of that you will also receive a silver plated necklace to hang the pendant from.

We are now nearly at 34% of reaching our goal, the next big milestone for us is £150,000 and we are holding our breath (perhaps we should take it in turns).. The £15 reward tier for the first 5,000 EARLY-BIRD backers has nearly sold out. When that happens the next reward tiers we will introduce will be £15 for a digital downloadable copy only and the current £15 reward tier with all the extra's will be re-introduced at £20.

Thank you for all your support and lovely messages so far, we really enjoy reading all of your comments and tweets. Speak to you all tomorrow.

Take care,


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    1. Drake Winters on

      I'm not much for this whole "clicking" thing if it means I'm going to be spending most of my time tapping just to get a very simple thing done. Curiosity is one of the most mindless and boring things I've come across. However most of the other aspects you mentioned does sound entertaining. I really loved Black & White when it came out and have pretty fond memories of it.

    2. Jonas Björkquist on

      What i really, really, REALLY miss from the first Black & White game was the complex and very realistic consequences your actions had on your followers. For example if you give them whatever they want, they become lazy. But give them a taste of what hard work could get them, they would do it themselves. Would love to see more of that!

    3. Missing avatar

      Jeffrey Thomas Piercy on

      I'm not sure how much you've noticed, but the trend nowadays seems to be gamers really resenting the binary good/evil mechanic, gradiated or not. You mentioned that good/evil will be judged on two different criteria. Maybe you could instead judge the character of the gods on a two dimensional plane, helpful/unhelpful (or perhaps interventionist/non-interventionist?) and cruel/merciful. Not sure how you would represent that graphically but, hey... that's what artists are for, isn't it? :)

      If you can figure out a way represent gods/cults in a more complex way than just more or less monstrous or angelic, I promise you you'll earn high praise for it.

    4. Rich Goodwin on

      Having never played Dungeon Keeper I make one observation about this video. Even though Dungeon Keeper was around way before Minecraft, saying you like the idea of digging to find resources could be clarified. I mean, others may not make the link to YOUR own, old game and think you may be trying to copy Minecraft. Just saying.

      Other than that, it sounds good!

    5. Missing avatar

      EOPE42 on

      I meant to an alternative thought to make mines instrumental is mana< # of people OR...

      Mines > mining for mana/some resource that provides divine power. Cue dungeoneering. quick idea.

    6. Missing avatar

      EOPE42 on

      I found the hand in B&W was hard work as it stuttered over the landscape, instead of an invisible mouse cursor choosing a few pixels to click on. Again the gestures were easy way to get RSI?! :p

      Just to elaborate once more on mountains vs flatness: Mountains as said could be required for rain->rivers->fresh water for people; also mountain building could be the only area to mine (think powermonger->ppl go into mines->dungeon keeper!) - that way you balance mountains vs flatness -> efficiency *hint: build by the coast in populous for speed!*

    7. Missing avatar

      deleted on

      This user's account has been deleted.

    8. Stefan Schloesser on

      Hi there,
      Please look at "From Dust" for a real good way of implementing land sculpting.
      While the game seriously lacked a few things elsewhere the land sculpting powers were superb.
      These can be a good inspiration!

    9. Tom Hart on

      Great video Peter and Jack, thanks.
      2 points from me on these fundamentals:

      (1) Totally with you on tangibility, but one element of it not brought up was sound.
      For me, I can still remember the voices each creature made in DK when you interacted, as well as hilarious reactions in B&W. I look forward to unforgettable sound being an integral key to the tangibility of Godus also.

      (2) Scale is important, but I think simplicity to navigate is just as crucial.
      Compared to DK and Populous I always found the bigger B&W 's levels difficult to really know and navigate. I'm all for a huge, beautiful thriving world. As long as it's balanced with constantly knowing where you, and key areas are at. Always feeling you know where you are is vital, I think, to feeling you have power.

      My humble offerings. Look forward to next time!

    10. Missing avatar

      EOPE42 on

      @Blair Stent - I think having the best of both worlds would be good: The player sculping the land to be flat to settle but finding "mountains" for minions to tunnel into and therein a sort of dungeon-keeper construction of tunnels within. :) Flat should be valleys, plateaus & steppes ideally equally suitable for building settlements at different altitudes but with different factors eg valleys -> better crops, plateaus better defences and steppes perhaps closer access to mines?

    11. Gregory Wollf on

      One thing that I think would be fun to have is relics akin to Age of Mythology. They would be shiny ancient baubles that only mortal hands could touch and when your followers find one and bring it into your temple you would get a buff of some sort. This would add a level of competition and strategy. Think of it like divine 'capture the flag' but with thousands of players on 8 teams.

    12. Blair Stent on

      When you mentioned ‘sculpting’ the land, I’m wondering if that sculpting is down to the user designing the actual landscape, by putting the streams, trees and rocks themselves, or if it is automatic to the game. I kind of hope that there is an ability to alter the landscape and to put your own mark on the game (not to an absurd level of having water go in an eternal circle, but to create your own path for a flowing river down a mountain – redirect it to where you want it)
      Also, I’d like to see macro level inputs that have greater consequences. Something you could assign an in game character to do, and have them succeed or fail depending on what else is going on / how complex the task was….
      Sabotage another players unprotected buildings. (Break a key part of a building, let horses out of a field, start a stamped etc… A fairly easy task, but also easy to correct, something that is probably easier to pull off at night…
      Espionage. I always loved the ability to get that extra ‘hidden’ information that helped you plan an attack. Rather than having the information delivered ‘live’, have the spy stay or live in the enemy camp and then deliver information periodically out…. If he gets caught, the sender gets no info – or maybe he could be converted to supply duff info etc…
      Poisoning a water supply. Pretty dirty trick to do, but if a player wants to be truly evil, why not let them poison someone that is downstream of them…. Don’t think many (if any) decent games have implemented this) Make it a potentially costly action - in that to research a high strength poison puts your own populace at risk through the research, but the effects can be devastating if used correctly.
      Vandalism. Putting your mark on your enemy’s village walls…. Upsetting the village populace and the player together…. Again, something that adds a real personal touch to the game.
      Pillage. Pretty simple really. The option to send out a small army type unit to pillage another players fields of grain, horses, cattle etc… Or go deeper and snatch stuff from the stockpiles like weaponry or gold.
      Loot & Ransack. An army attack type to command your troops to raid and then trash the enemy village buildings. I like the idea of being able to steal everything and then ruin the place after. It’s a pretty nasty thing to do, but hey, if you want a war, maybe you want the barbarian type role…
      Siege. If you’ve got a big enough army, or even if you haven’t and want to try your luck (baiting an opponent out of a city) siege the lands. Stop them from farming outside any protective walls – might require the player responsible for the siege to use his / her god powers to protect the troops from the recipients god powered attacks…
      Other things that might be considered; Tunnels (Escape and to get under the enemy walls / forts). Trojan gifts (Leave em lying around for the opponent to mistakenly find). Scout patrols (stopping the enemy from doing anything naughty near you, or catching spies leaving the city with information). Traps, Trainable animals (Dogs for attack or scouting supplements), Research trades between allied players, Trade between allied players. Physical manifestation of yourself (the God) into the game for a brief period – also for God vs God battles (I think a lot of people would LOVE god vs God abilities)….

      Next subject. These T-Shirts…. I really don’t like them. All the hype about the game and it’s development make me think of so many things, and yet the design is so bland and unappealing. Could you put all the prototype designs into a picture poll and let people choose their favourite?
      I’d much rather show the choice of the game by having something like two hands (with a big person’s silhouette in the cloud) reaching out of a sky towards maybe a single player… One hand clearly evil and one clearly good. Spear and Olive branch or Flames and peaceful cloud….. both competing for the player in the middle…

      Multiplayer query. If this game is going to have 20 people fighting – then seemingly it might last for hours if not days. How will you address this issue? Are people going to be able to ‘make safe’ their city whilst away (Good for them, but bad for the rest of the people online) or is it a case of always on, and defend it 24/7 or lose it at any time?

      Flat Land settlement? I think this might be a bit of a flaw. Humans do not only settle on flat land, so why force the game to do this? Humans level small areas in a recess (of some sort) to build houses, and whilst that recess is flat, the surroundings are still a hill, or mountain. I think being able to settle players on any terrain is better than forcing them to settle on only flat.
      Additionally, settling on high ground gives a tactical advantage, especially to ranged attacks.

      Presumably the game will allow archers on walls to have longer range capability than those on the ground? I’m sure it will….

    13. treehouseartist | Dream Traveller on

      One thing I forgot to include in my request list:

      I love how in games like Theme Hospital and Dungeon Keeper you can actually build rooms in varying sizes with a wide selection of furniture etc that can be placed freely around. Of course, Dungeon Keeper didn't have the latter (the furniture/structures was adjusted automatically according to the size of the room), and in Theme Hospital there were so many great 2D animations that made the whole thing more entertaining. (I remember how fun I thought it was to be able to decide where the doctor and the patient would sit.) Some people would probably want to say "just play The Sims", but it's really not the same thing.

    14. GlennS on

      One of your games that I feel you overlooked here (I realise time is limited) is Magic Carpet.

      Obviously it's more of a action/strategy blend than a god-game, and the viewpoint is first-person, so it's not quite the same, but there are some ideas in there which might be worth revisiting.

      So what are some cool things that Magic Carpet and Magic Carpet 2) have?

      * Terrain deforming spells which are much like the powers from your other games, so I'll say no more of these other than that they were cool.

      * Ecosystem built on mana: lots of different animals making lots of different animal noises. Animals moving in packs, swarms or flocks. Animals fighting each-other, indicating predator-prey relationships or predator competition. Mana worms just floating around. Spells that put animals on your side.

      * Human development. There are people in the world who don't belong to a wizard. They build up new settlements by themselves. Traders wander between settlements. They defend themselves against animals. You can claim them as your people for more mana.

      * A castle that you build up over time that stores mana and sends out balloons to collect the mana you've claimed. People live in your castle, and defend it. Destroying a layer of the castle causes it to release stored mana, destroying a balloon does the same. These provide focus points in the level where action can occur, often with multiple factions fighting over the same area.

      * Really varied and often beautiful (olden days graphics allowing) environments to explore. Underground caverns filled with zombies on one level, sunlit islands filled with battling wizards in the one after. Snow-peaked mountains reflected in the water. The sound of waves lapping at the shoreline at night.

      * Moments where everything is still and serene, and then moments of frenzy. In some levels you can take your time, solve the puzzles, gather your mana. In others you're racing against enemy wizards to build up your power. Sometimes your castle gets attacked by a mass of creatures and you're fighting to survive.

    15. ZILLA on

      T-shirt: Please change the feet! Something about them is off. Are all the worshipers white males?

      I loved populus to death as a child. I was too young to understand how to win most of the time, but I ALWAYS wanted to play the game and drove my older brother crazy asking to play it... so I'm super excited about a remake of sorts.

      B&W Disciples: I see some people here hated making disciples. I loved it. I love controlling the population and deciding what they do. That said, I do think it's important that the people have their own "free will" and are smart enough to run a basic town & not starve even if the player does not divinely assign them a task.

      I love knowing things about my people; roller coaster tycoon / tropico style. I'd love to know how much they believe in me, what they want (a wife! money! food! a home! warmth! purpose!) and other details so I can decide whether to punish or reward them :) I like the idea of appointing higher-ups; religious leaders, royalty, chiefs-- who take on a special role and who you can get rid of if you disapprove of them or reward with slaves, gold, or divinely given trait buffs (intelligence, strength, health/youth). Perhaps you can create buffs with mystical materials discovered through digging. Units that are clearly ~favoured~ by the gods would be fun to kill off, capture, or convert from your enemy-- that way, people don't necessarily have to create their own if they don't want to. Just steal one or kill your enemy's so nobody has any.

      B&W Capturing Villages: I agree with another commenter that the capturing/winning over villages in B&W2. Something about it was not fun and prevented me from ever completing the game, despite how much I love playing god games. I loved messing with other towns, but it was never satisfying or rewarding to capture one. When people came to my village, I let them die outside the gate because it wasn't important to let them in and I forgot about them. I don't know what the solution is here, but I do love RTS games-- something was just missing for me. The option to drive your people to pillage villages, taking money, supplies & slaves would be awesome too.

      I like the idea mentioned that your presence could inspire aggression, elation, devotion, fear, gluttony, greed etc... Being near villagers could inspire them to brawl, cower in fear, to work with discipline or start a dance party.

      B&W Pets; I'm not sure what the intent is in Godus but I see I get one... They were annoying to train/discipline, control, and supervise for me in B&W. Perhaps instead of training them, they could act as a mini-presence aura that you normally would inspire. I like the idea of having a cool human form or being able to channel into & play divinely appointed units/pets rather than having to train something to do what you want.

    16. Missing avatar

      EOPE42 on

      @Elliot: That observation of the "steppes"/OS gradients is interesting: Perhaps that's how flat + gradient will be able to combine building + variable altitude? :)

      I wonder if "sculpting" refers to hacking cubes out of the landscape which create those "steppes" - that way you get the satisfaction of small changes to the landscape (think minecraft on a macro scale) but still keep the interesting topography. Fingers-crossed.

    17. Elliot on

      I said earlier that I liked the look of the concept art of the little village and how that was partly a motivation for not wanting "flatten everything" to be the sole key gameplay mechanic.
      Looking at it, however, I think there might be clues there as to how said mechanic could be/is going to be reconciled with a more natural or pleasing aesthetic - the thing that motivates my concerns might have a clue in it to how those concerns are addressed. It's those little "steps", like the landscape is rendered as a literal interpretation of the height bands on an OS map. You can see the village spans several of these increments - so maybe the idea will be to "smooth" rather than "flatten" terrain. Perhaps settlements will grow and expand so long as the gradient you create is shallow enough? That way you could have a settlement winding its way up a mountain, so long as you cleverly smooth out a series of small plateaus up it.
      (I think it could also help if the amount of terrain you can flatten were a small one - like one of those shallow increments in the picture - and it cost mana/power/whatever to do so. Say if each flatten action cost 10 mana, and you only had 100 to begin with, as a very simplified example. That way it would take ages to flatten a hill, but would be much easier and quicker to smooth it's lower slopes out to allow the settlement to spread around it.)

    18. Alex Cardinell on

      I agree with what many other have said, how I would rather settlers settle on "fertile" land as opposed to just "flat" land. That way it requires more thought and isn't quite as mechanical. Possibly altering the land to allow a river to flow through a wider area or other things like that which might require some thought. And of course flattening the land can and should be part of this.

    19. Missing avatar

      EOPE42 on

      @intrepidis @Space Monkey - Yes. So this would be a most excellent balance to flattening land to settle. I think of "Triple Town" and how different adjacent elements combine together. This balance between populous (flow of flattening) and B&W (a realistic world with mountains, forests, fields, rivers, villages). I think rivers spawn from high mountains along "valleys" with rain effects more intense/regular the higher the mountain?

      You guys nailed a great balance between populous and black & white: I think "flattening" frightens ppl by the sound of making a monoculture world but ppl don't realise it's a by-product of an awesome game system. It seems most ppl are familiar with the beautiful world of B&W, a place that was nice to immerse but not as compulsive as populous shaping land (eg minecraft tap-tapping blocks).

      Possibly the above combination to create terraforming atmospheric worlds + mining go into 1st person mode and perhaps overview mode of mines ala Dungeon Keeper (sorta dwarf fortress, game of dwarfs, gnomoria sic. inspired)? Hope my early morning ravings makes sens. :)

    20. Artur Gadomski on

      I'd like to see gods evolving and changing based on your/their actions. But I'd like it have more dimensions than simple good vs evil. Think Greek or Roman mythology as example. If you cast a lot of water related spells you become more of a water god like neptune. Cast growth miracles and you become nature and abundance goddess. I call this and aspect of a god but I guess it could be thought of as a nature or specializations. Some ideas for aspects: water, fire, war, food, wind, earth, death. It would be great if we could recreate a Greek or Roman pantheon. All aspects could have both defensive and offensives capabilities. Raise your own crops, make enemies crops whiter and die etc.

    21. Maciej Machowicz on

      This is a really exiting project and I really enjoy to see how it is being made. I’d like to share with you some ideas I’ll be happy to see in Godus:

      One of my favorite features of the Fable series was how the NPC react to the Hero. When your character was evil and wander through the land you could feel that the people are really scared of you. I’d like my worshipers in Godus to actually feel the presence of the hand of god when it’s nearby. Their behaviour should be also affected by your actions. When their village is in danger, they may gather in the temple praying to their good god to save them or hide in their homes hopelessly. I’d also like to see player’s nature to affect the landscape and architecture like it affected the hero’s appearance. The thing that must be avoided, in my opinion, is rapid changes of alingment. I was fairly disappointed when my horny devilish character in the end of Fable 3 suddenly got angels wings ‘couse I spend a huge amount of money on military to save the kingdom.

      With sculpting I expect some indirect control of how my people will expand their village. Player may prepare a fertile ground by firstly putting some plants, water them and then remove them. Worshippers will more likely locate there crops or build bridges across moat you make etc.

      In B&W I didn’t like the mechanic of getting villages become your worshippers. The plain strategy that worked, was alternately make people suffer and give them food. Either way you gain more of their loyalty, which feels unnatural and more like exploiting game mechanics. I’d prefer seeing this feature more like a struggle between gods, e.g. if your rival is evil and spread a plague on his people, you’d cure them faster so the disease will be treated. If you’re the one who’s nasty, you’ll be setting his little village on fire that he’ll fail to extinguish.

      The last thing I’d really love to feel playing Godus is sense of exploration. I was still digging the levels of Dungeon Keeper after I conquer the realm just to find some undiscovered caverns, preferably with new minions. In Godus it could go further than getting some additional resources and additionaly be awarded with aesthetics. It could be ruins of ancient civilisation, or some hidden valleys filled with unique vegetation.
      This concept could also be added to the multiplayer, if the levels have some randomness. Players could get some advantage by exploring the world like it was done with bunkers with old technology in KK’n’D.

    22. Space Monkey on

      I think flattening the land was one of the most powerful gameplay element from Populous. Sure, it leads to boring landscapes with entire maps completely flat, but that's only because it was the only element important for settlements. If it would be mixed with the need of mountains to generate streams (or anything equivalent requiring bits of non-flat land), we could have rich maps and retain simple but efficient gameplay mechanisms.

      So please don't take away the flattening mechanism, it wouldn't Populous without it!

    23. Gregory Wollf on

      I think Kristan is on to something really good here. Gods are not just transcendent (unless you happen to be a Deist) they are also immanent. Part of godhood is being able to join in with your people, literally. This also creates a host of interesting strategic gameplay akin to the Shaman in Populous 3, where your avatar has an actual location and is extremely powerful but also very vulnerable. Where you position your avatar could be very important. Do you attack or do you defend? Could you perhaps force other players to incarnate themselves so that you can watch your followers beat them up?

      My immediate concern with the idea though is how well does the locality of an avatar mix with the scope of the game? It works on small maps, but enormous worlds could make the avatar irrelevant or the game really slow.

    24. Kristan Alicesun on

      Does anyone else think it'd be kinda fun to walk around in an avatar/hero form? See the world from your people's point of view. Peter talked about having something like a visceral feel to the game. I can see a first/third person mode providing such an experience. Something like Greek mythology with gods walking among us.

      Maybe even have different abilities & vulnerabilities. For instance because of your changed POV, you temporarily lose some of your omniscience. But if you lose your physical form prematurely, i.e. die, you temporarily have some handicap in your regular God view.

      I could even see having an RPG lite progression path for powers. Young inexperienced gods need time to learn to focus their energies. :~)

    25. intrepidis on

      As well as flattening the land for settlers, shouldn't we also be raising mountains in order to coerce rain for crops and streams. And also, an imposing mountain would inspire our populous to be in awe of their God.

    26. Kristan Alicesun on

      While I can see flat land being an influence on where to settle, I don't see it as the top priority. Water, & food availability seem much more accurate priorities when compared to historical settlements. Ancient civilizations often settled in river valleys for multiple reasons including fresh water, fishing, farming, & transportation/commerce. Flat land basically allows ease of construction, but without water or food you could have people settling in deserts. So I'd suggest more than one variable affecting where settlements start & spread. Flat land can be part of this list but further down than water & food access.

    27. Missing avatar

      Ograv on

      Someone here said they hated making disciples. I sort of agree - I feel there was slightly too much micromanagement in Black & White 2. Your people would starve without divine intervension in the form of telling people what to do all the time (going farmer). I hope the little people will be more independent in Godus, as in, you can influence them but they ultimately decide for themselves - think of the hero management in Majesty. You could perhaps influence more people to go farmer - but not, or at least not make it mandatory, select each and every citizen's profession for them.

      I also hope you expand upon the whole God feeling. Perhaps managing a priesthood would be a cool feature.

      I loved the cultures in B&W2 and I hope you expand upon that, with unique buildings/units for different cultures as well as the awesome graphical style.

    28. Missing avatar

      Remi D. Finjord on

      Following some of what Jack says below, one way of doing it could be as an alternative to flattening the land, you can make mountains which you dig inside, which serves the same or similar to flat land. So you could choose to make your people live in caves instead of outside.

    29. Sky on

      What i loved about B&W1?
      -The interface, it was not at all clunky to me! I have wished all 3D spaces were controlled like it ever since. It was very intuitive. Zoom out, pan, zoom in would get me exactly where i wanted in less than a se ond. alternatively, Doubleclick to go exactly where i want from anywhere. I dearly want this navigation system back.
      - immersion: zooming in close to the people, seing their thoughts and destination allowed me to grant their wishes and heal the sick pregnant woman. It made me happy and satisfied.
      -immersion: discovering little details like a wagon with square wheels and other things like tiny horses and birds. I used to cover the entire island2 (with kazaar on it) with buildings, carefully plant little bushes around the houses in ornate patterns like royal gardens. I pretended the people liked it. The fireflies were sufficient a motivation though, after all minecraft doesent give you bonus points for building anything and its great that way.
      -gestures. They too increased my immersion and made me feel godlike. Include it but leave an option in for people to turn on buttons if they need it, but even in b&w you could always select it from the totem or temple... Menus in environment worked great in b&w, the trouble is learning it.
      -power feeling: the people were at my mercy, anytime i wanted i could pick one up and throw them. I chose to be good though, their screams and crying made me really sad. I were mean to heretics who worshiped lethys though.
      -creature: i loved my stupid creature, hos buggy brain made him feel alive. I loved teaching him with petting but if i slapped him i felt bad. Really fun to interact with. Best pet sim i ever played.

      I'm more of a social "minecrafter" than wanting to beat up armies and squash people. I want to cooperate with others and build a happy paradise, not wage war. But I can't be good without there being evil, the more evil I "could be" the better I feel for choosing not to. (Though I might drop an occasional fireball if they are too needy) "must have food" etc (they should stop demanding it if they have enough darn it!!) multiplayer shouldn't HAVE to be about "winning". I just want to build. Forever. (Scaffolds were better than b&w2 boring lifeless menus)

    30. Missing avatar

      Jack Patten on

      I've been reading a lot of the comments with regards to flattening the land leading to the killing off, effectively, of this amazing living world you start out with, and I have to agree, one of the best things in both black and white games was the maps shape and positioning forcing differing strategies, level to level, the inclusion of forests and mountains made it feel like a living world as much as the people and creatures in it.
      A solution I might suggest is that different levels of your settlement would want different things, for instance initially they would want flat land to grow crops, or access to water to fish, or some combination of the both, considering how many early settlements, certainly places like London, started a river with a wide plain provides both sources of food, meaning that the inhabitants receive the needed different sources of food, without trying. But then as those settlements get big they are going to want to mine resources for better tools, now throwing up a mountain is a good solution, but you also need to continue introducing more food to the area to keep the population going up, now the areas nearby need to be flattened so that feeder settlements can sprout to produce the needed food. Perhaps at some stage a forest is needed nearby to construct buildings, but then later when your people have moved onto stone constructions, you need that forest back for fuel. I don't know how modern you intend to go, tribal, knights or bankers, so I don't know how much of this you are going to want to use, but I think it's away around simply leveling your land.
      Also, and this is going to seem strangely petty, but can we get the lights back from black and white 1, where your settlements send up a beam of light into the night sky, I always felt that that was an interesting and good looking way of showing off your magnificence.
      Thank you guys, love the idea of being able to see the initial stages of development, keep the videos coming.

    31. Gregory Wollf on

      Excellent video, thank you very much for the update and the chance to be a part of how this game is formed. Personally, I think that 'the people only settle on flat land' is a fatal flaw. If I understand it correctly you start with a lush, beautiful, and living world full of mountains, valleys, rivers, and trees and your mission in every game is to turn it all into a boring flat mass as quick as possible so that your followers can build on it. I'm I missing something here? Are we really envisioning a game of 'who can out OCD the other in making flatland'? Please tell me that there is going to be more strategy than that.

    32. simone[Lechuck on RSI] on

      yep the minions in Dugeon Keeper are amazing,i don't know if could be possible to do but a system that include the creature from Black & White and the minions from could request a lot of balance(but it's also the purpose of the Beta,right?)

    33. Georg Blanke on

      First of all a big thank you for enlightening our days with the games you have made so far.
      I really like the idea of taking all the bits that where good from these games and leaving out the bad stuff. But personally I think the "people only settle on flat land " is a huge step back. It kinda takes the fun out of sculpting the landscape and takes a lot of possibilities from the player. If you look around the world, people managed to settle on almost any kind of terrain in real life, so it would be really awesome to recreate this feeling.
      I have been doing a lot of modeling work on the elder scrolls construction kit and I just loved to put cities into huge fjords, making them hug the sides of the valley and creating little alleys and small platforms in the mountain side. Although the tes wasn't an in game feature I really like how you could create almost anything with a bit( a lot) of work. For an actual in-game you would have to restrict these possibilities a bit, but please don't make us feel like we are not mighty enough to tell our people to settle on a hill or on the mountainside.
      I also really like the idea of having dynamic water in the game, it would really add to the atmosphere of it all.
      I hope you will reconsider this bit. Other then that, please go on and make this awesome game

    34. Jeff Petre on

      I'd love you to bring over that feeling of attachment to your minions that you have in Dungoen Keeper, even though they were evil little $#&@ at times!

    35. Missing avatar

      EOPE42 on

      From Dust has a great fluids engine. What can also be learnt from that game is sticking a puzzle on top leads to finite game play. The emergent doodling is where the fun is imo in a more sandbox mode. I don't think they got the game part of that ever right. Something Glenn Corpes is also wrestling with, in Topia.

      I remember now one of the key things about Dungeon Keeper (apart from role reversal and 1st/3rd person switch modes): You are managing the dungeon scum who will not be happy on "It's Pay Day!" if they don't get paid, and won't be happy if they are bunking with incompatible other critters! This sort of shambling cooperation placated via greed and threats etc really enhanced the sense of an autonomous community, the player being privy to seeing little moments in their squabbling lives adding to the successful game objectives esp. putting an end to the over-righteous knights.

    36. Lars Bendixen on

      Just a quick thought on something I'd like to see in this game. It is from Dungeon Keeper, and I know you said that the interface was stupid and had too many things going on, but hear me out. As a child I loved the progress in Dungeon Keeper. I was always looking forward to unlocking the next type of room and seeing what sort of impact it would have on my dungeon, my creatures and what new creatures it might give me. The grayed out buttons on the interface told me that there was more to unlock and explore! Besides that I often experimented with trap and door setups and enjoyed building a giant fortress-like labyrinth for my enemies to get slaughtered in. I miss this, I really do. It's like this has been forgotten when Dungeon Keeper passed away, and only a few games such as Dwarf Fortress have returned to try and pick it up again.
      If you want to remove the interface, then please let us know that there is always more to unlock and explore, that it is possibly to build a fortress of doom whenever you feel like it, and most importantly that it can still work.

      Thank you for the update. I look forward to seeing more of Godus. :)

    37. Richard "AvatarIII" Barclay on

      totally agree about learning from From Dust. It's one of the few of not the only modern God Game since Black&White 2, it was inspired by Populus, and took many concepts one step further.

    38. Missing avatar

      EOPE42 on

      @ Ben Sleat:

      >"It sounds great, but please make the gameplay the highest priority more than eye candy and gimmicks. For example, I'm not interested in poking or slapping people unless it has some direct impact on the game (And I'm not talking about some kind of AI that builds a characters personally based on how you treat them (e.g. punish them for doing bad things, reward for good etc)).
      One feature I've always wanted to add to a God game is realistic dynamic flowing water. For example, I could build some kind of reservoir/lake that collect rain water, and then once full I could dig out the side of the lake and all the water would rush out down a valley and flood my enemies.
      Similarly, water could be a vital resource and so settlements are established close to rivers and other sources of water, but then an enemy could go upstream and divert or dam the river for their own use (And also to harm you)."

      I agree with this most excellent comment: Let's talk core gameplay > nice to have bells and whistles.

      I also really like the idea of water being interactive and a key resource capture. Great comment Ben!

    39. Elliot on

      Martin Sangolt: "I can somewhat understand the "people only settle on flat land" rule, but I would really like if you also added a "people settle on fertile land" rule. In that way, you could see interesting settlements across steep grassy mountains, along rivers and so on. Purely flat settlements would be rather dull in my eyes.."
      Ben Sleat: "Similarly, water could be a vital resource and so settlements are established close to rivers and other sources of water, but then an enemy could go upstream and divert or dam the river for their own use (And also to harm you)."
      To my mind those are similar/can be combined. It gives you a reason to do things other than flatten EVERYTHING (glad to see there are others who weren't keen on that prospect like me) and turns the terrain modification into something more strategic and the resulting landscape more varied (mountains and hills to create some kind of water-basin/rain trap[?]; keeping rivers open and flowing etc.)So ideas like these appeal to me and go some way to suggesting ways of addressing that one niggling concern I mentioned lower down. Hopefully Peter feels something similar (he kind of groans at the simplicity of Populous when looking back at it, but also sees some promise in what he can do with it). Plus, I kind of like the concept art we've been shown - a little village, near a river, ready to expand into the highlands and foothills nearby. I like that image, it'd be a bit of a step back if the gameplay obliged me to flatten those highlands and block that river...

      On the other hand, I'm not too keen on the gestures. People are asking for it by pointing out that it'll work well on the tablets... true. But they do so whilst acknowledging that it's fiddly and klunky with a mouse. It seems a bit of a sacrifice to go down one route just because it's an interesting idea which can finally be realised on some new tech, when that tech is only one half (maybe not even a full 50%) of the experience.

    40. treehouseartist | Dream Traveller on

      Thanks for the video!

      Here's my personal game feature request list for Godus (and beyond)

      1. GESTURE RECOGNITION: I loved the gesture recognition in B&W, and although it's hard to do with a mouse, it would be perfect for touch screens (and even Kinect)
      2. CUT, COPY, PASE: It was fun being able to just grab hold of a structure in B&W in order to copy it and place the same structure somewhere else. Could this be done with landscape too (grass, trees etc)
      3. USING POWERS DIFFERENTLY: B&W really introduced some dynamic gameplay ideas, like the ability to use a power in different ways (like 'pouring fire or throwing a fireball). I'd love to see that being done in Godus
      4. HIDE STATISTICS: I guess you're not introducing a Creature in Godus, but I'll say this anyway. I loved many of the improvements in Black & White 2, particularly the improved building mechanics and better graphics. However, what I didn't like was how the Creature seemed dumber than in the original, even though Lionhead insisted it was much more advanced AI-wise. I guess one of the problems was using a thought bubble, so that a player always knew what the Creature wanted. It wasn't unpredictable like in the original. I feel often too many facts and statistics can totally shatter the illusion of free will in video games. Some people love to experiment, to try different things out before they figure it out, and also that the same event/problem can play out differently at different times. Other players prefer to know exactly what to do, because they want to master the game and get the highest scores. I think it would be great to have the option to do either, but please don't take away the illusion just for the sake of predictability. One of my favourite aspects about many of Peter's previous games is that is is not 'just a game'. I guess that's one of the things I love so much about Dungeon keeper and the digging feature that Peter mentioned in the video - that's really just playing around, but it also serves a function.
      5. KINECT IT: If Kinect 2 or something similar is released, it would be great to see what you can do with it. Throwing rocks and making gestures would be perfect for Kinect 2 (if not Kinect). But I guess this is too far off in the future to consider doing on Godus.
      6: 3D: As soon as I got my new laptop with 3D screen, I went back and played Black & White 2 in glorious 3D. That was a great experience. I guess 3D TOUCH screens with HAPTIC FEEDBACK is going to be released for Tablets and PC's at some point. One potential problem might be that actually touching the screen while watching something in 3D would break the illusion. Anyway: What are your thoughts on the possibilities and potential implications of these technologies for gaming?

    41. Pablo on

      I know Peter didn't work on Populous The Beginning, but it flew from his creation. What I loved there was the spherical world. That your enemies could come from any direction, plus zooming out and seeing the curvature of the world was awesome. It was also really funny that the little people jumped up and down to make the earth flat (especially jumping to raise the earth was great.)
      The other ideas you get from the games are awesome. Many many little people (also one of the coolest things in B&W, though a little annoying making them disciples.) Though B&W2 was too much of an rts. You had too much control over what your people were doing, which made it a lot less interesting. The chaos of being a god should be one of the key features.

    42. Ben Sleat on

      It sounds great, but please make the gameplay the highest priority more than eye candy and gimmicks. For example, I'm not interested in poking or slapping people unless it has some direct impact on the game (And I'm not talking about some kind of AI that builds a characters personally based on how you treat them (e.g. punish them for doing bad things, reward for good etc)).

      One feature I've always wanted to add to a God game is realistic dynamic flowing water. For example, I could build some kind of reservoir/lake that collect rain water, and then once full I could dig out the side of the lake and all the water would rush out down a valley and flood my enemies.

      Similarly, water could be a vital resource and so settlements are established close to rivers and other sources of water, but then an enemy could go upstream and divert or dam the river for their own use (And also to harm you).

      Good luck. I hope the game plays as good as Populous did.... that was still one of best games ever!


    43. Tiago Teixeira on

      I really like the concept, what I think it's missing is something like what the animals were on Black & White. But instead of being this living creature that had to be babysit it was more like an "avatar". Something that would show how you are perceived in the world, and maybe how you would choose to appear for your followers.
      I don't know if I'm getting the right idea across, but think something how it is that we have this images of different gods: Neptune is perceived as this merman that carries a trident with this curly white hair and long beard, but Anubis is seen as this black dog "humanized" that carries a ankh. So in Godus there could be this choice of how do your followers think they see you, for basic functionally it could be a few 3D models that you choose witch one you liked better and they built this little statues of the model you chose. A step forward would be to have something like the building and scale of this statues showing where you have influence and how much of it you have in that area. A statue on a plaza would represent a lower influence than something like a Colossus of Rhodes.
      Just a little idea, but I really love if you took something of the black & white animals. Other than that, the concept looks really good so far.

    44. Artur Gadomski on

      I don't like the t shirt. I preferred hillside countryside.
      As for design I hope land sculpturing doesn't end up with flat is always better. Cities should grow slower as they get bigger causing player to spread into more cities. Terrain should have defensive capabilities. City built in a valley between two mountain ranges might not be able to grow too big but is a lot easier to defend. Of course enemy gods can't just level my mountains so maybe let teraforming happen within some range of a city.

    45. Missing avatar

      Steven Schrader on

      I absolutely HATED having to make disciples in Black and White, such a tedious and annoying process... So I think a greater sense of free will needs to be instilled within the people.

    46. Martin Sangolt - Fun Run Designer on

      I love sculpting! It really makes you feel like a God. But I would love if you incorporated some kind of sculpting mechanics that you find in From Dust.

      I can somewhat understand the "people only settle on flat land" rule, but I would really like if you also added a "people settle on fertile land" rule. In that way, you could see interesting settlements across steep grassy mountains, along rivers and so on. Purely flat settlements would be rather dull in my eyes..

    47. Stelly

      I also like the different buildings, I think that there should be different jobs, like smith, lord, farmer, priest (church and cathedral (so to speak)) your worshipers should choose their own path but each influicene your strength in areas, for example, Smith will help with the strength of your people at fighting, farmers will help your population grow, and priest will help you get more followers, area of influence and MANA :D. One thing that would let you do is if you want to make someone a priest then you can give them a calling, if there 'faith' is strong then they will turn into a priest, fantastic priest should be able to do miracles, and cast spells (like mages) to help your cause.

    48. Stelly

      I think that both Peter and John missed out on was the influence area. God's only exist if you worship them, I think that people should be influenced more as your influcence area grows as more people worship you and shrink in an area if a different God has more influence in that area. I do think that you should be able to cast spells outside of the area of influence that is what use to annoy me with Black and White that if you were not in your area of influence you couldnt cast spells.

    49. Dominik Dalek on

      I like what Jack pointed out as the key element of B&W - the ability to experience world in multiple different scales. This is something Chris Taylor's Supreme Commander did pretty well. Also... I know I'm an old record by now but guys, go play Dwarf Fortress for the sense of living, intelligent world.