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You can develop game scripts locally using Grunt task: http://support.screeps.com/hc/en-us/articles/203022512-Commi...


This is described here: http://support.screeps.com/hc/en-us/articles/203079471-Indie...

You can't control the entire world, there are game mechanics to prevent this.


It has been in Early Preview stage for 2 months, and now the public release date is revealed.


Please keep in mind that it is still alpha development version. We are still working on it, please get back soon! :)


Even if Screeps had one fixed plan, it would still be possible for anyone to launch "ally" programs on behalf of several users and thus get the same total CPU increase.

However, keep in mind, that Screeps is not about having many creeps but about controlling them properly. More CPU, more rooms, and more creeps often don't offer any advantage over another player if you can't manage all this.


"in order to compete at higher levels" implies that the we are talking about the players who can manage all of it. And if people can just 'ally' like you suggest, then isn't that the same as paying to win?

Its not like this is EVE online where corps paying for newbies to play with them is fun and part of the gameplay appeal.


And how could you stop them from allying in an open world game?


Every user script is run in isolated nodejs forked process with disabled global vars and with a limit for CPU time and memory used.


The good thing about Screeps is that online users counter means nothing here. You could build a large empire with a complex network of roads, sourcing, mining, manufacturing, border defense which would live on its own, while you would occasionally drop in from time to time just to check the situation and polish your scripts, if needed.


Well, a game that only occasionally gets your attention is kind of less fun than one that gets your every day every hour attention, all other aspects aside.

If you do this for profit, you will not run a game that gets the user's attention only once a year no matter how much joy this user draws from knowing that he will get a mail if his tribe needs him.


I guess you're misunderstanding the intention of the developers. If they are truly just wanting to make a huge profit out of a brainless game pattern then they won't go with this design. Those "repetitive attention" games inevitably make you feel empty and waste your time in the end, and shouldn't be any self-respecting programmer's dedication. That's why there should be alternatives.


I'd argue that all 'games' are about manipulating attention - its just a question of what means they use to do so. Game design is really a sort of meta-game about designing systems that effect the behavior of players. Consider: Game Mechanics and Mechanism Design ( https://www.youtube.com/watch?v=GXdfU2DoF8o )

I'm fully with you on the notion that we shouldn't be manipulating players life like farmville. Johnathan blow put on a great talk about games and the human condition where he covers this aspect quite scathingly: https://www.youtube.com/watch?v=SqFu5O-oPmU

To completely ignore this aspect is to develop a game with no real-stickyness factor. Money aside, don't you want a game that people enjoy playing? The entire point of an MMO is to have a large reoccurring user-base. There is an art to it, and getting it right can make really powerful games: https://www.youtube.com/watch?v=7ZGCPap7GkY

For board games like chess, much of the appeal for the average player is that you get to sit down with a friend and compete, and in doing so the 'intellectual nature' of the game ends up pulling them in for the long term. Perhaps the answer to the meta-game of stickiness is to create a community around the game in a similar vein to the one from the ants ai challenge's forums.

Were I to work on this project, I'd make a strong push toward git-like integration ala the work done behind KhanAcademy's live editor like discussed in this talk: http://ejohn.org/blog/talk-khan-academy-computer-science/. - being able to share code behaviors with your team-mates (you are going to implement a guilds system, no?) and encourage discussions about behaviors at large would really help spurn the creation of a community.

To that end, have you considered creating more of a PvE aspect to things? Needing to conquer your local enemy denizens before finding other players would be an awesome way to encourage teamwork and camaraderie. Like in EVE, to be able to mine in the more mineral rich areas, you'd need to have more than one player's worth of resources and expertise.

This is the actually the direction I'm taking for my Ant game - in this case the various phenotype are actually things you unlock by conquering more advanced AI tribes. (Similar to the mechanic behind the demo of terratech)


What do you mean by "more detail"?


Every MMO, regardless RPG or not, will require you to invest time to repeat some actions and pay attention to it as much often as you can. See Travian for example. Screeps will not, if you manage to write decent scripts.


Yep I totally agree with that. The "wasted" word is still an error in my opinion. Can't wait to try it though !


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