Rimworld on IndieDB

July 30th, 2013

I’ve created the IndieDB page for Rimworld. Take a look.

Electricity and screenshots

July 30th, 2013

First, some new screenshots from a game I played last night. Raiders attack: The fight’s aftermath, with raiders buried. The base: And a pseudo-3D shot of what the game looks like in the editor, just for fun. I’ve been working on the electrical system recently. Now, various machines including doors, air generators, gun turrets, lights, […]

Moddability

July 25th, 2013

Long ago, I got my start in game design modding games like Unreal Tournament. So I’ve been setting up Eclipse Colony to be moddable for others as well. For the most part, this just means keeping game data in text files instead of locked up in code. For example, here’s a short section of XML […]

Light and dark

July 24th, 2013

I’ve been working hard on improving the look of the game. Here’s a shot before the latest improvements. This is tester screeching_goat fighting hard to survive a tough raider attack (she failed). This shot one has an early version of edge shadowing in it – see if you can tell the difference from later shots. […]

Big Big Mountains

July 10th, 2013

I had one of those stupidly-obvious-but-massively-valuable insights that make me smack myself on the head and wonder why I didn’t do it sooner. The mountain. The map no longer generates with random little rock outcroppings here and there. Now, one side of the map (could be any cardinal direction) is randomly filled with rock. This […]

Colony Awesome

July 6th, 2013

Yesterday’s helpful playtester screeching_goat produced this colony using some of the newer features of the game. Note: The dumping area for scrap metal produced by various disasters destroying chunks of the colony (as well as falling from the sky as your destroyed ship deorbits bit by bit). The small but growing graveyard in the top […]

Reachability at last

July 5th, 2013

One of the classic problems with the A* pathfinding algorithm that Rimworld (and nearly every other remotely similar game) uses for pathfinding is its behavior when there is no path from source to destination. It tries to find a path to the destination, and just keeps trying, scanning square after square, until it has covered […]