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The Tomorrow Children Beta Announced

Mik2121

Member
This is getting nowhere and it's not nearly that big of an issue that would warrant this much discussion. The people at Q-Games know what they're doing, so now it's just waiting for them to announce the release date!

Edit: Also wanted to point out that maybe I misunderstood the way you wrote it. So in that case, sorry.
 

HiVision

Member
The Freeman dollar economy is bugging me. Where do they come from? What do they represent?

Hehe, they come from the Freeman Lands... across the sea... I mean, it's not just soviet russia that was reduced to a void, so what's happening in North America since the split in the timeline in 1967? A hundred years have passed... :)
 

HiVision

Member
Hey everyone, remember to follow @TTCGame if you are on twitter, that's where we'll post the latest news regarding the launch of TTC.
 

WingM@n

Member
I've played the beta for only one hour, but one aspect of the game started to irritate me, waiting /riding the bus.
Is there any way to speed up the ride? Or alternative forms of transport?
I wish I could have played a few hours more, interesting game!
 
I've played the beta for only one hour, but one aspect of the game started to irritate me, waiting /riding the bus.
Is there any way to speed up the ride? Or alternative forms of transport?
I wish I could have played a few hours more, interesting game!

There was an issue with the bus where it would get stuck sometimes, but normally it stays at a stop for about 1 minute. Aside from the bus, there are Jetpacks (sold at the Electrics store), Skiis (sold at the Military Supplies store), and Hover Cars (crafted at the Workbench).

There are a few other ways to traverse the Void as well, but some mysteries must be found for yourselves!
 

WingM@n

Member
There was an issue with the bus where it would get stuck sometimes, but normally it stays at a stop for about 1 minute. Aside from the bus, there are Jetpacks (sold at the Electrics store), Skiis (sold at the Military Supplies store), and Hover Cars (crafted at the Workbench).

There are a few other ways to traverse the Void as well, but some mysteries must be found for yourselves!
Cool, thanks!
 

TheGentleman

Neo Member
I'm glad the beta went well, and it sounded like it was a huge success for you all!
I could only play on the second day and what I and my friends played was a blast and enjoyed by all of us, the aspects and ideas of this game were a nice refreshing change of pace.

Looking forward to knowing the release date so I can buy this game day 1!

Edit: Just a curious thought, have you had any idea's about VR compatibility?
although I suppose this game doesn't exactly need it.
 
Made an album with some images from the beta in GAF town! Here are a few selects:

Let's go, my GAF comrades!

eQNU8hX.png



The Constables...

oK38Ioa.png



That's one big pile, eh?

QNRr3B9.png



Night vision is too cool

BdsU0KW.png



The rest are at: http://imgur.com/a/i2GEl
 
Unfortunately I only got to spend about an hour in the beta on Friday so really didn't have anywhere near enough time to full understand what was going on. However reading what other people got out of it has made me really excited for the full game.

Also congratulations to Q-Games on making such a beautiful, eerie world - the art direction is just sublime!
 
Thanks, but really its just a beautiful game. The PS4 is resulting in some amazing engines being created, which we only saw a little of on PS3. The approach to lighting and rendering in this, as well as the splatter engine in Dreams really excite my imagination.

Can't wait to get a chance to play The Tomorrow Children again, and I hope it's okay for me to post a video down the road of the beta.
 
This is getting nowhere and it's not nearly that big of an issue that would warrant this much discussion. The people at Q-Games know what they're doing, so now it's just waiting for them to announce the release date!
But as you may have guessed, it’s quite important to me, and the fact that you don’t seem to understand why that may be tells me I may have been approaching this from the wrong angle, so I apologize for that. This gets in to design philosophy stuff that some people may not really care about, but again, it’s important to me, so here goes.

Okay, The Tomorrow Children is basically built around three pillars:
  1. Get shit out of the ground.
  2. Turn that shit in to useful stuff.
  3. Use that stuff to restore and protect humanity.
Each pillar has its own, skill-based mini-game associated with it. Fighting enemies — be they AI- or human-controlled — requires “quick” reflexes. Puzzling requires “quick” thinking. As described above, skillful mining requires both know-how and a good aim, but without a ticking clock, you basically have all the time in the world to choose the ideal tool and line up the perfect shot, making it a very zen-like and relaxing experience. Just what the doctor ordered after a stressful day at the bench. If you need something even more mindless you help you unwind, there’s transportation and farming, probably the closest thing we have to “unskilled labor” in our society. As such, I’d say those two are probably the best candidates for automation, but even then, I’d argue that not only can that stuff be sorta relaxing, it’s a job that even very young children can perform and still feel important and useful.

And that sense of self worth is fundamental to a system built around the idea of everyone pitching in. If your contributions don’t make a difference, then why bother to contribute? That's why inter-player visibility is a thing; to reinforce the idea that it'd all fall apart were it not for the actions you personally take. You yourself were panicked at the thought of what may happen while you're not there, personally ensuring things go right. Providing the tools needed to complete the endgame goal makes me feel important. Frankly, the fact that most people seem to consider the job more of a punishment than a pastime makes me feel all the more special and valuable.

But you think anyone with a few extra bucks should be able to accomplish Step 2 with zero time and effort. You’re suggesting that we completely marginalize the role I was most looking forward to playing in our society. Instead of a valuable member of society, I’m just someone who wastes time doing the puzzles manually. Seems like the better use of my time — and the greater utility to Gafferton — would be to dig up my own resources and use the money I find along the way to pay the nominal assembly bribe, no? Suddenly my Important Contribution has been transformed in to a Measurable Drain by your simple and obvious fix.

Personally, I think it's incredibly cool that access to technology has been skill-gated. That's as it should be, and it further seems they've chosen a shockingly appropriate gate, given the fact that non-techy types have no interest in mastering the required skill, and indeed, seem to resent the idea that others may be "forced" to do so. I was actually thinking it'd be neat if our puzzlers were required to solve ever-larger Rubik's Cubes to access successive levels of technology, and I've never actually taken the time to learn how to solve one. But just as I did for the sliding puzzle, I will develop and refine a strategy for doing so, just as our generals devise the best strategy for attacking the new monsters and our foremen devise the best strategy for attacking the new island.

But you’re right, and solving the puzzles manually really does waste a bunch of time. Similarly, stopping to swat mosquitos really slows down mining operations, so it’d be nice if we could skip that part too. Really, mining itself takes a lot more time and effort than it really needs to. And just think about all of the man-hours we waste manning the turrets. The computer can do a far better job of aiming at itself than we can, so why force a player to waste their time performing such drudgery when the only effect on gameplay is wasted ammo and potential damage to the town?

So now do you see why a change like this would ruin the game for someone like me, and why I think the suggestion is no different from making any other part of the game skippable? What you see as an annoying distraction is the part of the game I was looking forward to most, and your proposed change would only ensure it really is nothing more than an annoying distraction. So how about if you do you and let me be me, and we’ll see how that goes for a while? If it turns out that all of the elves of Gafferton are simply unable to produce goods in a timely fashion, then we can sit down and figure out how to correct that. Sure, even after your minor tweak, I could always just dig and blow stuff up like everybody else, but as the man said, I’m not like everybody else.

Edit: Also wanted to point out that maybe I misunderstood the way you wrote it. So in that case, sorry.
No worries, and again, I'm sorry if I came off like a dick. <3 I just couldn't figure out why I couldn't make myself understood when the issue seemed quite clear to me, but hopefully I finally figured it out! lol
 

doby

Member
I just couldn't figure out why I couldn't make myself understood when the issue seemed quite clear to me, but hopefully I finally figured it out! lol

I think he's given up caring tbh.

But I get it, you don't want a cheap bribe to undermine a challenge, as that undermines the skill which in turn undermines the personal reward (which is the bit you enjoy).

There will be a few mini games for the workbench in the full game anyway, variety is the spice of life ;)
 

Trashbat

Member
Got a code after the first window had started. Didn't get to play the others as way away over the weekend. Bit annoyed it was so limited, ah well, was it any good?
 
I think he's given up caring tbh.

But I get it, you don't want a cheap bribe to undermine a challenge, as that undermines the skill which in turn undermines the personal reward (which is the bit you enjoy).
Well, sorta. "Cheating is lame," is a rule that applies generally to all gaming, but that's not the real issue here.

The central philosophy of TCC is that everyone has something to contribute. If we're gonna make it, we need fighters, and miners, and loaders, and farmers, and puzzlers. No matter what your talent, we're in need of it, so if you're willing to come and help us out with that, then we'll be happy to help you with everything else. Each of us contributes their best, and all of us benefit accordingly.

But some workers have decided that some of the other jobs are so terrible, they insist the job be skippable &#8212; in whole or in part &#8212; because they personally have no interest in ever doing it. They still want the results, but they want the work itself to be skippable, which effectively renders the people who were actually doing that work redundant. That's an entire class of workers we don't really need anymore. I mean, you can still come in and dick around with the puzzles if you'd like, but if you really wanted to help, you'd pick up one of these guns that magically appear and start using it, instead of spending all afternoon trying to figure out how to make guns appear&#8230;

Why are we rendering any jobs redundant when, "Everyone counts," is the central message of the game? "Everyone counts, except those folks who do jobs others don't want"? If the fact that some people have no interest in puzzling makes it a good candidate for redundancy, why does the same argument not apply to fighting and mining?
 

doby

Member
The central philosophy of TCC is that everyone has something to contribute. If we're gonna make it, we need fighters, and miners, and loaders, and farmers, and puzzlers. No matter what your talent, we're in need of it, so if you're willing to come and help us out with that, then we'll be happy to help you with everything else. Each of us contributes their best, and all of us benefit accordingly.


Is it? I thought it was that everyone has the ability to contribute to everything, and no one should feel pigeon holed into any particular task just because they're good at it, and similarly shouldn't feel they should avoid something because they're rubbish at it.

I'm not really down with this whole streamlining talk of everyone having their place, it sounds like a very sterile town to be part of :/ (regardless of how efficient it is)

But I'm with you regarding the bribe price remaining where it is. The puzzles get easier with experience anyway, so its a bit of a knee jerk reaction to suggest lowering the bribe price just because they seem tedious within a couple of hours gameplay.
 
Is it? I thought it was that everyone has the ability to contribute to everything, and no one should feel pigeon holed into any particular task just because they're good at it, and similarly shouldn't feel they should avoid something because they're rubbish at it.

I'm not really down with this whole streamlining talk of everyone having their place, it sounds like a very sterile town to be part of :/ (regardless of how efficient it is)
I think you and I agree. My message certainly isn't, "Stick to your guns, knuckle-dragger." The message is, "Together, we can do it."

You're right, and all three pillars are designed to be accessible, and that includes the puzzles. Remember that before we had iPhones, these puzzles were used to keep small children from going apeshit while they waited for their dinner. And those were the "hard" 4x4 puzzles we need to solve to build our more advanced technology. I don't know if I've ever actually seen a 3x3 in real life; perhaps in a gumball machine. There will be very few people playing this game who are truly unable to solve these puzzles.

But, there could be lots of people who have no real interest in solving the puzzles, and that's okay too, because for every job you find distasteful &#8212; whatever the reason &#8212; there's going to be someone else who thinks it's a lot of fun, and when they're looking for something to do, that'll always be the thing they check first. So as long as there's a couple of those folks hanging around, that stuff should get covered, and you won't really need to worry about it. If you run across a job you don't care for, the solution isn't to try to ensure it's no longer a job, but rather to cross your fingers and hope somebody else does it, and try to be reasonably competent at it, just in case.

That's where our "specialists" will come from. Not from people being forced in to specific roles and discouraged from doing anything else, but rather people naturally gravitating to the activities they do enjoy, and away from the ones they don't. Like a good clone, you're quick to pitch in wherever you're needed, but in your "free" time, you can usually be found flying around, looking for a fight. When you have perks to spend, are you getting the 15% damage bonus, or the 15% build cost reduction? Exactly, but I'll be buying the BCR, so 30% of the stuff I build comes out for half-cost, because it's the most utility to me, because that's what I "happen" to be doing most of the time.

Clearly, I identify as a puzzler. In the alpha, when we had time to get in to a rhythm, I spent all of my time at the workbench. I spent the rest of my time running around town, setting up the stuff I'd built, and checking to make sure things were generally as they should be. As part of my rounds, I'd be sure to keep an eye out for anything being left undone; checking less-traveled areas for overlooked crystals, etc. When all of the puzzling had been done, I'd spend my spare time puzzling, planting, and tending an orchard. Why? Because it needed to be done, nobody else seemed to be doing it, and it was sorta fun; a nice change from the hustle and bustle of the infrastructure business. When I started getting ahead on my self-assigned duties, I'd grab a couple of black market tools, fly out the to island, and see if there's anything the regulars missed, like the fact the top sushi is covered with a thick, delicious layer of metal. If we were under attack and it sounded like there weren't enough guns firing, I'd even look up from my bench, scan the sky for unmanned guns, and sprint off to man one of those turrets. Once I'd taken out as many of the blighters as I could and helped put out the fires, I'd scurry back to the bench to replace the ammo we'd used, because I'm a puzzler. If I need to get amped up for the pit at the Ministry show, I might even go try to help unload the bus. ;)

Does it sound like I've been pigeonholed? Does it sound like I'm being prevented from doing any job I choose to do? Does it sound like I'm trying to keep anyone else off the bench? Does it sound like large amounts of work is being left undone? Does it sound like I've been taught my place in society, or does it sound like I've found my place in society?

But I'm with you regarding the bribe price remaining where it is. The puzzles get easier with experience anyway, so its a bit of a knee jerk reaction to suggest lowering the bribe price just because they seem tedious within a couple of hours gameplay.
Exactly; the puzzles aren't that hard to learn. As I said, I'd never really played with them in real life, but in the alpha, they needed to be done &#8212; no bribe whatsoever &#8212; so I sat down and figured it out, because I figured I'd be good at it. Others did the same, and together, we got production under control.

That said, while it's certainly a crutch, when the monsters are closing in and you have zero turrets built, it's pretty nice to have a "But we NEED this!" button available. Pricing seems pretty reasonable too, I'd say; expensive enough to save for real emergencies, but not so expensive that you hesitate when one should actually appear. Seems like the option shouldn't pop up until time has run out though. (That may already be how it works, but I don't recall.)

But, I'm not an insensitive bastard either, and different people learn different things at different rates. There may be a lot of potential puzzlers out there &#8212; or folks who just want to be able to help when needed &#8212; but the time limit also kind of limits your opportunity to learn. So rather than selling a solution, or a partial solution, what if we offered folks an opportunity to buy some more time when theirs runs out? You can either give up (and hopefully try again), or pay $25 to get a 25% time extension. That way instead of losing everything you've done &#8212; potentially when you're close to the solution &#8212; you can get a little more time to look it over and see if anything strikes you, or simply to complete those last few slides.

Come to think of it, you could offer that extension four times, doubling the original build timer, and bringing the money spent to $100, which is what we decided our gottahaveit bribe should be valued at, so we could just go ahead and give it to them at the end of the fourth extension. If people really are interested working the bench and just having trouble getting the hang of the puzzles, perhaps that would be a good solution. "Experts" will avoid using extensions unless they really need to, because that'll add up quickly.

And like I said, if it seems stuff isn't being built quickly enough with the "natural" puzzlers we have, we can work on that too. If the shortages don't motivate people to try their hand, perhaps a small Toil bonus will. But like I said, let's let everyone fit in where they fit in, and then we'll take a look at where we're coming up short.
 

LakeEarth

Member
I also saw the patch, interested to know what it could mean. I'd love a full weekend beta, not just 3 hour intervals at inopportune times.
 

melkier33

Member
Wow I was going to be mad some one bumped this making me think there's another beta. But it's happening! It's happening right? ... right?
 
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