It used to be that a game of Eclipse Colony would start with the player spending skill points to build the skillsets of their starting characters. This didn’t work that well (and, in fact, was always a temporary solution). People didn’t really know what the skills did, and all the numbers were a bit overwhelming […]
We’ve finally got an encyclopedia in the game. I’m calling it the Codex. As always, we’re starting with the plain but functional look. Prettification comes later, after the design solidifies. It would be really nice to have a game where this wasn’t necessary – where absolutely everything was obvious, or invisibly taught to the player […]
In today’s game, a nice little raider assault on my southeastern flank, which lacked heavy auto-turret coverage. Thankfully, I’d traded with a passing combat supplier a few days earlier, so I had an M-24 sniper rifle at my disposal (in use by Daft in this image).
It’s amazing how the detail work of getting something right can take so much longer than the baseline work of getting it functioning in the first place. Today I spent the entire day working on the commodity trading interface. And I’m pretty sure I’m not even done. But, at least, I think we’re improving. Now […]
Ludeon Studios exists. Its purpose: to design and sell unique and fascinating story-generators (also known as “games”). Its first project: the deep space colony simulator currently known as Eclipse Colony.