Ludeon Forums

RimWorld => General Discussion => Topic started by: Semmy on October 02, 2013, 09:00:49 PM

Title: Questions and answers from Tynan.
Post by: Semmy on October 02, 2013, 09:00:49 PM
I made this topic because of the fact that in multiple topics and in the kickstarter comment section people ask alot.
I will use this topic to add those questions and answers for all to read.
I hope it will save you alot of time searching and tynan having to answer multiple questions over and over.
Feel free to point me out to missing stuff do keep in mind though that its a work in progress (-:


Kickstarter
Question: Will there be stretchgoals?

Answer: No specific stretch goals. More money just means more art/sound/etc support from other people. I'll be developing the game in modules as planned. I won't do anything to threaten the basic schedule.

Question: When will the game be available?

Answer: The game works now. If you're in the influencer tier, you'll get access to the current pre-alpha as soon as the Kickstarter ends.
I've run several playtests and verified that real people can pick it up and enjoy it. It is, however, a bit light on content, and there are bugs. I'd like to squash this stuff as fast as possible.
I think we can have the first more stable and well-rounded public alpha (with audio and art contributions) out in January 2014.

Question: What is the prototype pack?

Answer: The prototype pack is four old versions of my prototypes that I saved away. They're somewhat buggy and unfinished, but really interesting historically. At least to me :P

Question: Can i donate through paypall?

Answer: Yes you can. Here is the link http://ludeon.com/blog/rimworld/ (http://ludeon.com/blog/rimworld/)

Question: Can I monetize videos of RimWorld?
 
Answer: Yes! Anyone can freely make videos of RimWorld and monetize them on YouTube or other sharing sites. Of course, to do so you’ll need a build of the game, since it’s not out yet. If you’re a YouTuber with a following, email ([email protected]) me to get one.

Question: On wich platforms will Rimworld launch?

Answer: The game will launch on as many platforms as possible (steam, desura , gog). The focus will be on steam first since the game is #8 on the greenlight page (at the moment writing this). In the future ludeon will look at other platforms.


Creative rewards guidelines

RimWorld is a character-driven story game. Players will get to know a colonist or prisoner over the course of many hours of play. That's why for the good of all players, it's important that every character make sense and fit seamlessly into the world. This includes all characters added by backers at the Pirate tier and above.

To make sure nothing narrative-breaking gets in the game, we're going to moderate the names and character backgrounds you submit. Everything will be submitted through a Web form; if your content doesn't work you'll get an email explaining why and an opportunity to change it and try again.

To make this whole process as super-transparent and consistent as possible, I've written a series of documents to help everyone out:

*  Pirate and above backers should read the creative rewards guidelines (https://docs.google.com/document/d/1HmLwOYk8e_kyQ4nEEfHtLr-vvPb03vkaOntnrVlPKM0/pub). It covers what's considered acceptable to add into the game.
*  Mercenary and above backers should read the RimWorld universe quick primer. (https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub) This is a short introduction to the setting of the game, so you can write your character backgrounds in a way that makes sense.
*  Those who are interested can read the longsleep revival briefing. (https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub) This is a longer in-world fiction piece that I wrote months ago, largely for myself, to develop the universe.
Title: Re: Questions and answers from Tynan.
Post by: Semmy on October 02, 2013, 09:01:35 PM
Gameplay
Question: Roughly how long a typical game is going to be? With the different storytellers and everything, replayability seems to be a selling point for this game and for the game to be highly replayable it shouldn't be too long, I think. But it also musn't be too short since both the story and the colony building needs time to develop. Pirates I think waa a game that was extraordinaly replayable, I believe in part because of a perfect length. Civilization is another good example (probably not a coincidence that both are Sid Meier games).

Answer: Game length currently tends between two and five hours, but it could potentially be much longer. If we put the endgame in (where you build a ship and escape the planet), players who choose to do so can pursue a specific goal. I'll probably work towards a 4-10 hour playtime to get to that goal. I think that's enough time for a story to develop and resolve itself. But we'll have to see - game design is uncertain.

Regarding play time - my basic estimate was for how long it would take to reach the "escape the planet" endgame if you were pushing for it. If you just want to build a bigger and bigger colony, I suspect you could do that for quite a while :) And we'll be supporting this playstyle fully. Also bear in mind that this is all speculation. The details of the endgame need to get hashed out in proper development and playtesting, so depending on how it goes and what people want, it could be longer or the concept could change entirely.

Question: How important combat is going to be in the game. The effort put into the tactics engine suggests that combat is going to be c-entral, but I am wondering whether you are planning on making it possible to deal with for example scavenges in a different way than fighting, for those who prefer a more peaceful but still challenging game? Or perhaps there will be a storyteller designed to provide a peaceful but otherwise challenging game?

Answer: As for combat, it's not the only focus of the game, but it is reasonably important. I'm not against the idea of creating a non-combat-but-still challenging AI Storyteller; that's something I hadn't thought of. Most of the challenging things that can happen to a colony right now are about fighting, but there are lots of ideas to be explored with weather, plague, theft, insanity, fire, and so on. We could do it.

Question: Will there be factions?¿

Answer: I'd love to do factions. Seems like an obvious choice in this universe. Especially when one can be preindustrial tribes, another can be midworld (e.g. near present-day Earth) refugees, a third can be spacers, and the last can be mysterious transcendent humanoids from an advanced race of posthuman machine gods.

Question: Will there be more storytellers?¿

Answer: Once we've got a solid core set of Storytellers it seems like it would be reasonably easy to make more. And I think a hardcore experience is valuable to a lot of people

Question: Will the game have achievements?.
There are many games that even use the achievements to unlock game modes and other features (for example, in Reus).

Answer: Very unlikely.
Here's the design rationale: The experience of RimWorld isn't really supposed to be about fighting and winning against the game. It's not a competition or skill-test, primarily. It's about story experience. Achievements get in the way of that by focusing people's attention on some arbitrary task. I'd rather people set their own goals and experience the story as it emerges.
That and they're not essential and I'm far overloaded as is.

Question: I've got a good question.  How will game-saving be handled?

Answer: Right now there 5 rotating autosaves that get updated every night in the game.

Question: Will there be different localization's of the game (spanish, french, german etc etc.)

Answer: Localization won't be till after the Alpha, most likely.
It's difficult in a game with as much generated text as RimWorld (where we assemble together numbers and words to make sentences). I haven't researched deeply enough to know more than that.

Question: Will there be z-levels (vertical mapping)?

Answer: All the coordinates are tracked in 3-vectors already (though only the two horizontal axes are used), so the potential for 3D is in the game.

I am afraid that there is basically no way a modder would ever be able to mod Z-axis into the game. It is a beast of a feature. Here's some basic issues you'd have to handle:
-Pathfinding
-Lighting spilling over Z-levels
-Save/load of a geometrically larger amount of stuff (e.g. 200x200 map = 40k squares, 200x200x10 = 400k squares!)
-Line of sight for shooting
-AI tactical analysis of shooting lines of sight etc
-Cover usefullness varying at vertical angles
-Interface for moving through Z-levels
-Rendering visible lower Z-levels while being on higher ones

I could go on and on... Anyway, there is tons to do in RimWorld, my general thought is that the best cost/benefit move is to leave Z-levels to Towns, DF, Gnomoria, Stonehearth, and all those other games and focus on what RimWorld is really uniquely about: AI Storyteller, tactical AI, and so on.

Question: Will we be able to mod the game?¿

Answer: Check my post on Ludeon.com. It's a feature module that people would have to ask for, but I want to do it and the game is set up for it pretty cleanly. http://ludeon.com/blog/2013/07/moddability/

Question: Will i be able to control time within the game? There seem to be alot of menu's to go through.

Answer: Time is fully controllable. Spacebar pauses and unpauses, and there is 1x, 3x, and 6x time. You can give orders and configure everything in pause mode.

Question: Will there be multiplayer?

Answer:It's an interesting idea, but at least six months away. Probably never, but as I say, still an interesting idea. It is technically possible.

If I did multiplayer I think it would be in a co-op context.
Making the game into a competitive RTS would really break a lot of the core concepts driving the design. Namely: it's not about winning, it's about the story.
A competitive context would break because the game isn't close to being balanced (what with all the random events and degenerate strategies). In this context competition becomes meaningless.

If we had several players working together, however (say, on the same colony, or in allied colonies close together), they could experience the AI Storyteller's stories together, maybe help each other in times of need, stuff like that. And we wouldn't have to balance the game for PvP.

Question: How big are the maps?

Answer: Currently it's 200x200 (40000 squares). I've tested 250x250 (~60000 squares) and it's okay. Beyond that some performance issues start to become really problematic.

Question: Can i rename my colonists?

Answer: Yes, you can always rename your starting colonists :). Maybe others - that'd be a new feature.

Question: Where can i find my savegames?

Answer: - Windows C:\Users\Marc\AppData\LocalLow\Ludeon Studios
Title: Re: Questions and answers from Tynan.
Post by: Tynan on October 02, 2013, 09:02:55 PM
Thanks for making this Semmy!
Title: Re: Questions and answers from Tynan.
Post by: nomadseifer on October 03, 2013, 03:16:54 AM
I've got a good question.  How will game-saving be handled? 
Title: Re: Questions and answers from Tynan.
Post by: Semmy on October 03, 2013, 10:13:59 AM
Thanks for making this Semmy!

No problem gives me something to do during the holidays. No testing so far and the wife and kid are off for the 3 weeks i got left. gotta keep myself busy now the fishing season is over.

If you see wrongfull stuff edit it or send me a pm.
Also for other stuff you want in there just poke me.
Im now just putting questions and answers together out of various posts your making.
Title: Re: Questions and answers from Tynan.
Post by: Hypolite on October 03, 2013, 02:52:36 PM
I've got a good question.  How will game-saving be handled?
Right now there 5 rotating autosaves that get updated every night in the game.
Title: Re: Questions and answers from Tynan.
Post by: oasis789 on October 03, 2013, 03:13:15 PM
Re: game length, I think this question is misguided for a procedural type game and only makes sense in the context of RPGs or other script-heavy games. 

One of the best features of DF is that it has no ending. Yes there is an "endgame" (clowns) that few players ever reach, but generally players decide on their own endgame. Similarly with Terraria. FTL is the opposite with its rigidly predefined game duration (only so many moves). Don't Starve is kind of in between.
Title: Re: Questions and answers from Tynan.
Post by: Blackbird on October 04, 2013, 07:21:32 PM
Re: game length, I think this question is misguided for a procedural type game and only makes sense in the context of RPGs or other script-heavy games. 

One of the best features of DF is that it has no ending. Yes, there is an "endgame" (clowns) that few players ever reach, but generally players decide on their own endgame. Similarly with Terraria. FTL is the opposite with its rigidly predefined game duration (only so many moves). Don't Starve is kind of in between.
I second this.  One of DF's greatest strengths is its lack of ending, and when it comes to storytelling, its stories are always unexpected.  This isn't a bad thing.  Have something to do when a player is at the top of the tech tree, of course, but don't force the player toward ending the game (or worse, kick the player out when he or she reaches this ending). 

Edit:  This was just posted to the Kickstarter comments, in reply to a question about z-levels: I understand the problem you're responding to (reaching the same endgame every time). I'm hoping to address that first with things like:
-Multiple biomes, possibly (it's a proposed module)
-An escape-by-ship endgame that you play towards against the AI Storyteller. It's more like a story with a beginning, a middle, and a climactic ending where you take off in the middle of a huge attack. It doesn't just drag on and peter out (of course this doesn't help players who choose to not escape, which I want to support)
-More story events of more variety. Ideally there are enough systems and events in the end that there are always new combinations and situations and challenges arriving.
Title: Re: Questions and answers from Tynan.
Post by: GC13 on October 04, 2013, 08:09:31 PM
I don't think it's necessarily a bad thing to have an end game available. It's certainly a bad idea to have something forcing you there, but depending on just how much entropy your colony is subject to it might be good for gameplay to have the option to bug out: grow as big as you can, then get out while the getting is good.

Even if colonies are fairly stable, it could be used in a similar way to Prison Architect's new prison sale feature: start a brand new colony with more resources and a particular amount (depending on the size of the ship you manage to launch) of your favorite colonists. Kind of a legitimate way to have a quicker, easier start.
Title: Re: Questions and answers from Tynan.
Post by: Kalesin on October 05, 2013, 04:23:05 AM
He took post questions there.

Question: In Rimworld, in the future, there will be option to play a single game colonist, like a rpg, as the Adventurer Dwarf Fortress Mode?
Title: Re: Questions and answers from Tynan.
Post by: xTAMERx on October 05, 2013, 04:25:58 AM
Question: is it possible to create own weapons? and are they use ammunition? so if you don*t have ammunition, ure not able to shoot?
Title: Re: Questions and answers from Tynan.
Post by: Jakadasnake on October 05, 2013, 04:27:14 AM
Re: game length, I think this question is misguided for a procedural type game and only makes sense in the context of RPGs or other script-heavy games. 

One of the best features of DF is that it has no ending. Yes there is an "endgame" (clowns) that few players ever reach, but generally players decide on their own endgame. Similarly with Terraria. FTL is the opposite with its rigidly predefined game duration (only so many moves). Don't Starve is kind of in between.

If I could upvote this answer I would. Here's food for thought, though. Each of those games has a decidedly different approach to the endgame. But why not seriously consider the pros and cons of each? Personally, I think it'd be great to get into some sort of end-game type scenario that maybe ends the story for one group of settlers but enhances it for your next group. Or maybe there could be a decision point many hours into a game where you can hop to a nearby rimworld in search of some desirable object, but causing you to have to abandon your colony.
Title: Re: Questions and answers from Tynan.
Post by: LoneTophat on October 05, 2013, 05:08:34 AM
You've said this universe is much like the western space opera (it's a real genre I swear!) Firefly. Does that mean no Faster-Than-Light drives or sentient aliens? I loved Firefly, but one of the biggest drawbacks for me was the fact that there were only humans, and it just took the diversity right out of space travel.
Title: Re: Questions and answers from Tynan.
Post by: Semmy on October 06, 2013, 06:20:56 AM
Seperated the kickstarter and gameplay questions.

Feel free to shoot me if you have stuff that needs to be added.
Title: Re: Questions and answers from Tynan.
Post by: British on October 06, 2013, 08:07:22 AM
Question: is it possible to create own weapons? and are they use ammunition? so if you don*t have ammunition, ure not able to shoot?
From the "212 build feedback (http://ludeon.com/forums/index.php?topic=78.msg963#msg963)" thread, with the help of the Search (http://ludeon.com/forums/index.php?action=search) link (ain't that a sweety ? it deserves love and recognition for sure !):
"Ammo is a real idea; it's kind of weird it's missing. There's a lot of other stuff I want to address first, though. Ammo is lower priority because

-It wouldn't really become important very often
-When it was important, it would often obstruct players in an annoying way. I classify this system as a new way to obstruct players, not a new way to give them opportunities. Yes, interesting stories could emerge from ammo shortages, but I'm not sure it's worth the annoyances of dealing with the logistics behind it
-There are many other systems that rate higher in design benefit versus design cost, to my mind. Making the AI manage ammo well would be really hard; they payoff would be minimal.

If we did do ammo, the first version would be limited to artillery pieces (which aren't yet in the game, though they were there in a super early prototype last year, with FTL-style direct controls)
"
Title: Re: Questions and answers from Tynan.
Post by: AspenShadow on October 09, 2013, 01:14:06 PM
Question:
   Will the RimWorld always take place on a moon?

I've noticed in the tooltips and current Alpha footage it always says when the dark seasons come about that you've orbited into the path of your planetary body (or some such) and that's why you've entered a dark season. One or two times I've seen it be gas giant though indicating perhaps not a moon?

May not seem very important but the tiny details make things go along smoother and it may or may not blow one of my rough designs for the Rimworld Logo/Title out of the water.
Title: Re: Questions and answers from Tynan.
Post by: Tynan on October 09, 2013, 01:18:29 PM
Currently it's a moon that orbits a gas giant. But I'm a little fuzzy on this myself.
Title: Re: Questions and answers from Tynan.
Post by: AspenShadow on October 09, 2013, 01:20:11 PM
Currently it's a moon that orbits a gas giant. But I'm a little fuzzy on this myself.

Cool I'll stick to that for now and change it later as needed.
Title: Re: Questions and answers from Tynan.
Post by: Semmy on October 09, 2013, 01:21:25 PM
Somebody maybe sticky this topic. if the info is helpfull enough might atleast prevent 1 or 2 topics.
Title: Re: Questions and answers from Tynan.
Post by: Keyreper on October 12, 2013, 06:04:50 PM
well i thought about starting a new thread but this seems like a nice place to put my question
What is this?
(sorry img too big to post)
http://i.imgur.com/z4DU9qB.png (http://i.imgur.com/z4DU9qB.png)
Title: Re: Questions and answers from Tynan.
Post by: salt1219 on October 12, 2013, 06:12:00 PM
those look like the old turrets
Title: Re: Questions and answers from Tynan.
Post by: British on October 12, 2013, 06:14:40 PM
well i thought about starting a new thread but this seems like a nice place to put my question
What is this?
(sorry img too big to post)
http://i.imgur.com/z4DU9qB.png (http://i.imgur.com/z4DU9qB.png)
(http://ludeon.com/wikirimworld/images/0/09/GibbetCage.png)

It's a gibbet cage, that you can build once you've researched "Fear Tech 1" (can't remember if it's the right name).
You place bodies in it, and it scares people that see it (supposedly only raiders ?).
Title: Re: Questions and answers from Tynan.
Post by: Hypolite on October 12, 2013, 06:15:08 PM
Those are cages. You can put corpses in them to frighten your colonists. It's part of the mood system based on love and fear. If you can't keep you colonists sane by improving their love mood, you can frighten them with some old school tactics. Dead bodies in cage is part of that line of thought ;)
Title: Re: Questions and answers from Tynan.
Post by: salt1219 on October 12, 2013, 06:50:22 PM
do you get to place bodies in them? i wondered what those looked like in game, hadn't seen them placed in any of the youtube videos.

i have one i was wondering about too.... let me see if i can dig it up i will edit this in a minute
whats the air-conditioner looking thing in blue?
this looks like its a early version of the game.

[attachment deleted by admin: too old]
Title: Re: Questions and answers from Tynan.
Post by: Hypolite on October 12, 2013, 06:52:21 PM
It's basically an open dump area. You can choose what kind of corpses you want to put in.
Title: Re: Questions and answers from Tynan.
Post by: salt1219 on October 12, 2013, 06:55:56 PM
any kind you say?  i'm going to scare some raiders with squirrel corpses
Title: Re: Questions and answers from Tynan.
Post by: Hypolite on October 12, 2013, 06:58:51 PM
Not sure it does anything to raiders, they will try to kill you anyway. But for colonists, it's a different story ;)
Title: Re: Questions and answers from Tynan.
Post by: British on October 12, 2013, 07:06:27 PM
The "air conditioner" is actually an air miner:
(http://ludeon.com/wikirimworld/images/0/03/AirMiner.png)

There's also a tank for the air:
(http://ludeon.com/wikirimworld/images/7/75/AirTank_Base.png)

I don't think they're in the game as of right now, but if they are, that means our resident wiki-writer is getting lazy :P ;)
Title: Re: Questions and answers from Tynan.
Post by: Hypolite on October 12, 2013, 07:14:30 PM
Actually, they were in the game back when it was still called "Eclipse Colony", rooms had to be supplied with air for colonists to be able to breathe, but it was to hard to recover from a breach, and colonists could not wander outside. Tynan got rid of that system and made the planet air breathable by standard.
Title: Re: Questions and answers from Tynan.
Post by: Pheanox on October 12, 2013, 08:39:25 PM
Nice to know how easy it will be to switch to hostile atmosphere if the biome module gets in.
Title: Re: Questions and answers from Tynan.
Post by: GC13 on October 12, 2013, 09:11:57 PM
Is anyone else smelling optional features? Because I think I can smell optional features.
Title: Re: Questions and answers from Tynan.
Post by: salt1219 on October 12, 2013, 09:32:33 PM
Is anyone else smelling optional features? Because I think I can smell optional features.
so that's not muffalo poo?  i think they could end up being part of a hardmode
Title: Re: Questions and answers from Tynan.
Post by: maynard on October 16, 2013, 12:29:05 AM
Maybe not the right question for this thread, here it is anyway.

Do you plan to sell the game on other digital distributors (gog.com, humble store, indiegamestand.com, etc.) when the game is finished?
Title: Re: Questions and answers from Tynan.
Post by: British on October 16, 2013, 04:34:32 AM
Do you plan to sell the game on other digital distributors (gog.com, humble store, indiegamestand.com, etc.) when the game is finished?
A trip to the Search function (http://ludeon.com/forums/index.php?action=search) would have told you that the subject has been discussed before, and here's the answer from Tynan when asked about alternative distribution:

http://ludeon.com/forums/index.php?topic=41.msg425#msg425
"Yeah, I'll be getting the game up everywhere I can. Desura, GoG, Steam - the more exposure, the better."

Tynan will most likely take care of that when the KS campaign is finished, but it would be nice if he could confirm where and when ::)
Title: Re: Questions and answers from Tynan.
Post by: Semmy on October 16, 2013, 05:24:43 AM
Do you plan to sell the game on other digital distributors (gog.com, humble store, indiegamestand.com, etc.) when the game is finished?
A trip to the Search function (http://ludeon.com/forums/index.php?action=search) would have told you that the subject has been discussed before, and here's the answer from Tynan when asked about alternative distribution:

http://ludeon.com/forums/index.php?topic=41.msg425#msg425
"Yeah, I'll be getting the game up everywhere I can. Desura, GoG, Steam - the more exposure, the better."

Tynan will most likely take care of that when the KS campaign is finished, but it would be nice if he could confirm where and when ::)

This is as close as a confirmation as there is from tynan.
This is a quote from 2 days ago.
I'm not against Desura. But RW is #8 on Steam Greenlight right now; Steam would come first.
This is an answer tynan gave to somebody asking about it on kickstarter.
Title: Re: Questions and answers from Tynan.
Post by: Tynan on October 16, 2013, 11:37:57 AM
Yeah, it's not complicated. We're on Greenlight, the others I haven't looked at, but I'm not against them.
Title: Re: Questions and answers from Tynan.
Post by: mumblemumble on October 16, 2013, 11:44:32 AM
Do you ever plan to enlarge or have infinite world space for maps? (With performance issues, would "chunks" similar to minecraft be possible?)

Do you ever plan to have some form of other colonist settlements?

Do you ever plan to enable some form of multi height building? (mines under the ground, multi level structures)
Title: Re: Questions and answers from Tynan.
Post by: Semmy on October 16, 2013, 12:13:21 PM
Do you ever plan to enlarge or have infinite world space for maps?
Maps are 200*200 tynan has tested 250*250 above that performance issues atm. So when the game is optimized its a MAYBE but no promises

Do you ever plan to have some form of other colonist settlements?

Do you ever plan to enable some form of multi height building? (mines under the ground, multi level structures)

This falls under z-levels. Here is the answer from the openingspost.
Question: Will there be z-levels (vertical mapping)?

Answer: All the coordinates are tracked in 3-vectors already (though only the two horizontal axes are used), so the potential for 3D is in the game.

I am afraid that there is basically no way a modder would ever be able to mod Z-axis into the game. It is a beast of a feature. Here's some basic issues you'd have to handle:
-Pathfinding
-Lighting spilling over Z-levels
-Save/load of a geometrically larger amount of stuff (e.g. 200x200 map = 40k squares, 200x200x10 = 400k squares!)
-Line of sight for shooting
-AI tactical analysis of shooting lines of sight etc
-Cover usefullness varying at vertical angles
-Interface for moving through Z-levels
-Rendering visible lower Z-levels while being on higher ones
Title: Re: Questions and answers from Tynan.
Post by: SteveAdamo on October 16, 2013, 04:26:20 PM
given that RimWorld is about the stories we experience, could there perhaps be a chronicler or sorts? something that captures what our experiences were at the eventual demise of our colony?

apologies if this has been asked/answered...

Title: Re: Questions and answers from Tynan.
Post by: GC13 on October 16, 2013, 04:27:43 PM
given that RimWorld is about the stories we experience, could there perhaps be a chronicler or sorts? something that captures what our experiences were at the eventual demise of our colony?

apologies if this has been asked/answered...
I believe that's covered by the Storytelling Tools module, which is one set of features that may be added to the game.
Title: Re: Questions and answers from Tynan.
Post by: maynard on October 16, 2013, 10:06:37 PM
Do you plan to sell the game on other digital distributors (gog.com, humble store, indiegamestand.com, etc.) when the game is finished?
A trip to the Search function (http://ludeon.com/forums/index.php?action=search) would have told you that the subject has been discussed before, and here's the answer from Tynan when asked about alternative distribution:

http://ludeon.com/forums/index.php?topic=41.msg425#msg425
"Yeah, I'll be getting the game up everywhere I can. Desura, GoG, Steam - the more exposure, the better."

Tynan will most likely take care of that when the KS campaign is finished, but it would be nice if he could confirm where and when ::)

Thanks for the answer.

I actually used the search function in the upper right of the forum (not the separate page) as well as google bing (guess that was the default, becuase some forums have terrible search), but did not get any results. I just tried the search in the upper right again and get results, so maybe it was due to me not being logged in before that it didn't work.
Title: Re: Questions and answers from Tynan.
Post by: Semmy on October 23, 2013, 04:08:50 PM
Creative reward guidelines added.
Title: Re: Questions and answers from Tynan.
Post by: Morrigi on October 28, 2013, 06:55:57 PM
Will physical stockpiles and items needed on-site for construction ever become part of gameplay, as opposed to the current Space Logic, invisible stockpiles we currently have?
Title: Re: Questions and answers from Tynan.
Post by: Tynan on October 28, 2013, 11:09:44 PM
Will physical stockpiles and items needed on-site for construction ever become part of gameplay, as opposed to the current Space Logic, invisible stockpiles we currently have?

I'm working on stockpiles right now.
Title: Re: Questions and answers from Tynan.
Post by: MrCroa on October 29, 2013, 07:29:15 AM
Great question and cool answer...  :D

I like how prison architect handles stockpiles (like settlers). When you see the things you ordered arriving by truck and workers carrying all that stuff.
Title: Re: Questions and answers from Tynan.
Post by: OldFilthy on October 29, 2013, 07:36:32 AM
So far I've only been able to watch streams, and I'm loving the direction you've taken for this game. I've always wanted to play dwarf fortress but it's user interface was too much of a hurdle for me.

To go into detail, I could never grow food correctly and my dwarves would starve.

Do you think you'll be able to create a simulated world to rival DF, or will time and budget hold you back ultimately? I'm sure some things you'll have to avoid because there is such a strong XCom/Jagged Alliance vibe being generated, but will the wild life be hungry, will there be more things to craft, will colonists have more personality traits and will there be pets?
Title: Re: Questions and answers from Tynan.
Post by: Tynan on October 29, 2013, 02:36:52 PM
DF will be hard to approach; they've been working on that sim for over 10 years and they spent no time on graphics. It's probably won't get quite to that level in the same way as they do (e.g. tracking whether your left sock is dirty). However, I think RimWorld will definitely rival DF in terms of experience quality, especially when you consider how the AI Storytellers will affect everything. And everything you mentioned could very well get into the game.
Title: Re: Questions and answers from Tynan.
Post by: Semmy on October 29, 2013, 02:38:55 PM
DF will be hard to approach; they've been working on that sim for over 10 years and they spent no time on graphics. It's probably won't get quite to that level in the same way as they do (e.g. tracking whether your left sock is dirty). However, I think RimWorld will definitely rival DF in terms of experience quality, especially when you consider how the AI Storytellers will affect everything. And everything you mentioned could very well get into the game.

i was just typing that d-;
Will update the start post sometime today or tomorrow.
Title: Re: Questions and answers from Tynan.
Post by: OldFilthy on October 30, 2013, 12:30:04 AM
DF will be hard to approach; they've been working on that sim for over 10 years and they spent no time on graphics. It's probably won't get quite to that level in the same way as they do (e.g. tracking whether your left sock is dirty). However, I think RimWorld will definitely rival DF in terms of experience quality, especially when you consider how the AI Storytellers will affect everything. And everything you mentioned could very well get into the game.

Thanks for taking the time to reply, I'm looking forward to the balance you finally settle on. And while I hope you don't feel that graphical fidelity is one of your higher priorities, the changes you've made so far are looking fine.
Title: Re: Questions and answers from Tynan.
Post by: DIEHARD24 on October 30, 2013, 02:43:17 AM
Hi all :)

My best regards to Tynan! Surely, RimWorld is the best sandbox game i've played ever!

Some stupid question:

Do you still need an artist? I knew some skilled 2d-artists, they making a really beautiful things in sci-fi theme.

With best regards, Konstantin
Ukraine, Dnepropetrovsk.

p.s. sorry for my bad English :)
Title: Re: Questions and answers from Tynan.
Post by: Goeshi on November 01, 2013, 05:17:48 AM
How soon after the KS can we access the pre-alpha? The finish time is ripe for a potential evening of gaming for me, but I appreciate these things take time to set up.
Title: Re: Questions and answers from Tynan.
Post by: Semmy on November 01, 2013, 05:30:50 AM
How soon after the KS can we access the pre-alpha? The finish time is ripe for a potential evening of gaming for me, but I appreciate these things take time to set up.

hints at the search (http://ludeon.com/forums/index.php?action=search) button

here is a direct copy
Release date

So I want to get the game to you guys as fast as possible. However, unfortunately business concerns are getting in the way.

I emailed Kickstarter about timing, and they told me I won't get a full backer report from them until the full two weeks after the project ends!

I was a bit surprised. I knew that they took two weeks to actually transfer the money, but I thought I could get a backer list sooner than that, since they charge most cards earlier. This was a poor and wrong assumption on my part; I should have checked before. Sorry.

What this means for you is that you probably won't get the game until mid-November. I'll be looking at ways to get this bad boy out ASAP but that's the date for now.

The good news is that this means I'll be able to pump up the first public build more for you guys. I'm hoping to have you cooking and eating any creature that walks, from squirrel to muffalo and beyond, as well as storing things in proper stockpiles.
Title: Re: Questions and answers from Tynan.
Post by: yabbadabbado on November 02, 2013, 05:47:52 AM
No, it is messed up,because they charge earlier, and they clearly should be able to send payed list ASAP. Sigh..
Title: Re: Questions and answers from Tynan.
Post by: Thubin on November 02, 2013, 09:23:25 AM
No, it is messed up,because they charge earlier, and they clearly should be able to send payed list ASAP. Sigh..
Yes, but that's the real world for ya. We all need to be patient  ;)
Title: Re: Questions and answers from Tynan.
Post by: Nukeman0 on November 05, 2013, 01:06:33 PM
I have a question about the profile titles...

I bought the game through kickstarter (the influencer tier). Since the tier was including all previous tiers, I would get a special kickstarter- title on this forum.

My question is just how i get this title? i haven't read about it im my mails, or heard from it anywhere else. Does it at all exist yet? Or is it that i didn't get the title anyway?

Hope anyone can help. Its just a title, but fun to have anyway.
Title: Re: Questions and answers from Tynan.
Post by: avall on November 07, 2013, 07:03:55 AM
Can anyone tell me why after a while when u get nice base and so on events stops hapening, no shipps, flares, only raiders from time to time?
Title: Re: Questions and answers from Tynan.
Post by: Konman on November 07, 2013, 01:03:46 PM
Hi,

My question is purely a technical/developer question. I hope it hasn't already been asked... Apart from all the marketing effort and effort regarding managing the fanbase, it is blatantly obvious someone has been VERY busy creating an actual game from a technical viewpoint.

I mean behind all the magic that is RimWorld, there are path finding (A*?) algorithms, AI state machine engines, particle engines, procedural generated terrain, physics engine???, sprite animation??? etc (god only knows what else) all happening in the background and it all comes together as a cohesive whole so brilliantly. How does one person find the time to write a book on game design and develop an Alpha product so polished and also network to find skills like musicians etc. It boggles my mind :)

My question is... Tynan did you develop all this stuff by yourself or do you have technical assistance? Also which technologies did you use? Unity, XNA?, MonoGame? C#? I backed this project as an influencer just to get insight via the RimWorldPrototypePack as to how this great game came to be.

Otherwise I am totally emersed in Rimworld and sometimes not knowing how the magic happens is also bliss. Kudos :-) Cannot wait to see how this game grows in the future.

Konrad


Title: Re: Questions and answers from Tynan.
Post by: Exiled on November 07, 2013, 02:40:33 PM
On the Kickstarter you posted potential future plans, but stressed that it's not a roadmap. Do you plan on releasing a public roadmap with the scope of features that are possible with your updated budget?

I have to say that this is one of most gratifying projects I've ever backed. As someone who liked the concept of DF but didn't have the patience to get into it I'm completely enamored by even just the pre-alpha. You've done a terrific job so far and I expect great things from this game.
Title: Re: Questions and answers from Tynan.
Post by: Tynan on November 08, 2013, 01:58:53 AM
Hi,

My question is purely a technical/developer question. I hope it hasn't already been asked... Apart from all the marketing effort and effort regarding managing the fanbase, it is blatantly obvious someone has been VERY busy creating an actual game from a technical viewpoint.

I mean behind all the magic that is RimWorld, there are path finding (A*?) algorithms, AI state machine engines, particle engines, procedural generated terrain, physics engine???, sprite animation??? etc (god only knows what else) all happening in the background and it all comes together as a cohesive whole so brilliantly. How does one person find the time to write a book on game design and develop an Alpha product so polished and also network to find skills like musicians etc. It boggles my mind :)

My question is... Tynan did you develop all this stuff by yourself or do you have technical assistance? Also which technologies did you use? Unity, XNA?, MonoGame? C#? I backed this project as an influencer just to get insight via the RimWorldPrototypePack as to how this great game came to be.

Otherwise I am totally emersed in Rimworld and sometimes not knowing how the magic happens is also bliss. Kudos :-) Cannot wait to see how this game grows in the future.

Konrad

Well, why thank you. As for how all this is done by one person (and it is), all I can say is that it's taken me about 12 years (ages 15 through 27) of continuously working on game projects, often alone, to develop the required skillset and integrate it. Writing Designing Games was an important crystallizing process, and working at Irrational for four years really helped too, especially with social/political skills. And of course my own modding and indie game efforts left me able to do the basic sound editing, art, and so on required in addition to the game design and coding.

There actually isn't a physics or sprite animation engine. Call this task prioritization - one skill I think is really really important that's helped me on this is knowing what needs to be worked on and what can be ignored. The game doesn't really need sprite animation, so it doesn't have it. That said, it does have an AI tactical system and an engine for accurately calculating shot hit percentages (and reporting them), and lots of other fun technologies. The rendering is a blast; it actually splits the world up into 17x17 chunks through multiple layers and renders them individually to cut down on the number of draw calls. There's also some cool stuff going on with lighting calculation and display (using a vertexmapped mesh sheet with a special multiplying material), and keeping track of a reachability map to solve the worst-case unfindable path problems with A*.

As for coding, it took like a year after leaving Irrational before I hit my stride for reals. There were actually other prototypes before Wizard University. Several, in fact, stretching through half a year. I didn't include them because they were so bad and not closely related to RimWorld.

Technically, the game is in Unity, written in C#. These technologies have been very, very helpful. Both are very well-designed, and both remove a huge amount of development drudge work. Do note that I don't use Unity's GameObject/Monobehaviour object/component system at all, however. I rolled my own of that just because theirs is a bit too mushy and much too poor in performance to handle all the interactions in RimWorld, and because they're not designed for a lockstep tile-based game.
Title: Re: Questions and answers from Tynan.
Post by: Tynan on November 08, 2013, 02:01:50 AM
On the Kickstarter you posted potential future plans, but stressed that it's not a roadmap. Do you plan on releasing a public roadmap with the scope of features that are possible with your updated budget?

I have to say that this is one of most gratifying projects I've ever backed. As someone who liked the concept of DF but didn't have the patience to get into it I'm completely enamored by even just the pre-alpha. You've done a terrific job so far and I expect great things from this game.

There won't ever be a roadmap because the concept is incompatible with my process. I like to work adaptively, taking into account information as it arises and pivoting direction as necessary. It's the only way RimWorld has gotten as far as it has. If you look through the prototypes you can see the pivots and what caused them; had I ever created a roadmap, this would never have been possible.

A key part of this strategy is not planning, because overplanning is destructive for all sorts of reasons. I actually have several chapters in my book about this. There's also a bit about it in Update #1 on the Kickstarter.
Title: Re: Questions and answers from Tynan.
Post by: PoussinJoyeux on November 09, 2013, 12:42:01 PM

...

Do note that I don't use Unity's GameObject/Monobehaviour object/component system at all, however. I rolled my own of that just because theirs is a bit too mushy and much too poor in performance to handle all the interactions in RimWorld, and because they're not designed for a lockstep tile-based game.

I'm so glad to read that!  :D
Before I backed your project in KS, I was a bit reluctant after having read you were using Unity. Fortunately for me, I finally did :)
I agree with what you said about poor performance for such kind of game so it's good you mix Unity use with your own code.

And let me say your game is great and it's been a long time since I've been such into a game (despite tons of good games released this year...). And it's very nice to read you so often in this forum. My only regret is not to have thought and started to make a game like this before you did ;)
So congratulations and thanks for this game/dev Tynan!
Title: Re: Questions and answers from Tynan.
Post by: Ludov on November 09, 2013, 02:03:31 PM
Question: I've seen the game already seem to procedurally generate the land your colonists fall on, and there's been talk of biomes and even factions being added at some point. Plus, the possibility of a coop multiplayer has actually been thrown about a few times.

So with so many elements which could tie into aspect of a "greater worl" out there, could there be a possibility of a World/moon map and generator at some point?
That is, a "greater world" 's map where you could either choose(or have randomly assigned, due to the spaceship crash scenario) which "plot" of land your colonists actually make planetfall(or should that be moonfall?) on?

It's mostly something I was wondering about as with the talk of factions, multiple biome types and so on... it's one of the game where I could -very- well see such a greater worldmap to interact with. In the case of a "random landing scenario", landing in an easier/harder biome would add variation to the difficulty scale.
And games, when all colonist dies, already ends with the lines "maybe the ruins of these buildings will be useful to someone else in the future" which would mesh well with the possibility to attempt to "reclaim"a previous lost colony, especially if an actual "colonize this world" start option is ever offered.

And with the game's already present highly tactical gameplay, I could almost imagine it's own very much involving variant of DF's adventurer mode of sort where you could draft colonists to actually carry missions outside your own border to conduct raids(or diplomatic missions and others missions) of your own on other factions on the moon or planet(something that, I feel, could really mesh well with a coop multiplayer where one player manage the colony and another manager missions squads and maybe trade caravans to other lands).

Note I'm asking and talking about this knowing that if it ever get considered, it probably is something that would only be a long time later into the future of the game.

(also, all in call, this fellow canadian must give you a lot of congratulation for making such an involving game even when it's still very much in pre-alpha).
Title: Re: Questions and answers from Tynan.
Post by: garg1 on November 11, 2013, 12:44:06 PM
Question:
Not actually planning to apply for, but are YOU planning to expand a bit with ludeon?
It's known you've got a sound-guy and an art-guy (or are you still looking for one).
So as the game and the community grows, are there any plans to employ one or two more coders? Maybe a Community-Manager?
I can't evaluate if you need more employees, i'm just asking out of curiosity (and for some unemployed canadian gamedevs, i guess ^_^).

Cheers, maybe you'll find time to give feedback to my Weatherstation-Suggestion :-P
Title: Re: Questions and answers from Tynan.
Post by: Morrigi on November 11, 2013, 04:13:36 PM
Question:
Will the colonists at some point be able to create walls and electric cables that are not filled with some combination of gasoline and short circuits?

Also.
Will there come a time where one does not have the ability to create fully-powered defense systems, metal walls, and solar panels in the early game? Will more basic materials and items like wood, stone, and campfires, along with a few bits of tech you've managed to salvage from the escape pods and wreckage, eventually define the starting experience?

What are your current plans/ideas regarding gameplay progression?
Title: Re: Questions and answers from Tynan.
Post by: Bizz Keryear on November 14, 2013, 08:40:42 AM
A gameplay question: I have recognized that mountains with a "thick rock roof" "renew" themself after crashing down.

Are those mountains infinity high or are you able to clear them away after a while (of letting crash them down)?
Title: Re: Questions and answers from Tynan.
Post by: Galileus on November 14, 2013, 08:46:35 AM
A gameplay question: I have recognized that mountains with a "thick rock roof" "renew" themself after crashing down.

Are those mountains infinity high or are you able to clear them away after a while (of letting crash them down)?

Thick roof cannot be cleared.
Title: Re: Questions and answers from Tynan.
Post by: todofwar on November 15, 2013, 06:24:40 PM
How often do you read through forums? Not saying you're not responsive, I'd say quite the opposite, but sometimes I'm tempted to post a new thread for an idea because I feel it will get missed even though the main idea behind it has a thread already. Really hoping this doesn't come across the wrong way.
Title: Re: Questions and answers from Tynan.
Post by: shadowgod3211 on December 16, 2013, 11:02:35 PM
hey um i have something i wanted to ask? can we make like a custom factions? or have anthro like humans for the custom factions? (anthro means humans that are half animal and half human if the rules would've allowed me to post a link to let's say a picture of a anthro i would've already put in a link to it and oh almost forgot to warn people about anthros D= the males are fine bbbuuutttt the females will bigger u know what i didn't say it in a way that could get me banned DX i'm being mature like teen :P )

cause this has been on my mind ever since i read the guild lines for the creative thing (idk remember it DX sorry i have a poor memory :( ) and oh is it copy right if i just let's say post a picture of a anthro pony from my little pony (and ik they don't stand on 2 hoofs >_> anthro ponies are a fan made version of the ponies from the show i think i don't really know -_-") to help the admins who i ask stuff about and the rules so the meaning of this last question is am i allowed to post a picture of the thing i am telling or asking in case no one knows what the thing or word is? i think these are 3 or 4 questions? O_o i don't really know i wasn't counting D=

please i need to know about these questions i am asking :O so i don't get banned or i need to know if and make sure i'm about to do non rule breaking way? :3
Title: Re: Questions and answers from Tynan.
Post by: Galileus on December 17, 2013, 04:51:54 AM
No, there will be no non-human aliens. This was addressed before.
Title: Re: Questions and answers from Tynan.
Post by: Camokid7 on December 25, 2013, 10:09:55 PM
Why Is My Screen Pink When I Try To Play?
Title: Re: Questions and answers from Tynan.
Post by: ShadowDragon8685 on December 29, 2013, 06:44:25 PM
Why Is My Screen Pink When I Try To Play?

Why are you capitalizing every word of every sentence?
Title: Re: Questions and answers from Tynan.
Post by: Galileus on December 30, 2013, 06:18:37 AM
Mor importantly, it belongs in bugs forum ;) Should be way faster to get an answer there.
Title: Re: Questions and answers from Tynan.
Post by: altminus on January 05, 2014, 05:41:01 PM
My question will be :

Any ETA for the beta ?
Can't wait ;)
Title: Re: Questions and answers from Tynan.
Post by: Galileus on January 05, 2014, 10:24:12 PM
My question will be :

Any ETA for the beta ?
Can't wait ;)

Soon (TM)
Title: Re: Questions and answers from Tynan.
Post by: Untrustedlife on January 06, 2014, 01:36:31 PM
Tynan, I am wondering what kinds of threats you plan on adding later in the games development?

Think you can give a general idea please, I am extremely curious.
Only tynan should answer this.
Title: Re: Questions and answers from Tynan.
Post by: Untrustedlife on January 06, 2014, 01:37:40 PM
No, there will be no non-human aliens. This was addressed before.

But... there will be variations of humans!

https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub
Tynan just posted this, cleared up and answered several of my questions.
 Which is awesome.
Title: Re: Questions and answers from Tynan.
Post by: Bodog999 on January 27, 2014, 03:41:39 PM
Question: Will there be some kind of seed or program for making maps?
And will there also be some kind of creative where you have infinite resourses and you are able to do what you want and your colonists will not get hurt or die?
Title: Re: Questions and answers from Tynan.
Post by: Untrustedlife on January 28, 2014, 09:16:55 PM
just go into the options choose "development mode" then click the god-mode button which appears at the top left of your screen afterwards.
Title: Re: Questions and answers from Tynan.
Post by: mideg on February 26, 2014, 01:24:51 PM
In the FAQs it said, the downloads will be reset with each update. When I downloaded the new version today, my windows download showed only 5 downloads left, the other versions being 7 or 8 downloads left. I guess the count did not reset. :-)
Title: Re: Questions and answers from Tynan.
Post by: Tynan on February 26, 2014, 01:25:57 PM
It resets.... to 5 :D
Title: Re: Questions and answers from Tynan.
Post by: mideg on February 26, 2014, 01:29:05 PM
IC, thanks for the answer. While it's not a very important questions, it peaks my interest why there are a different number of downloads allowed per OS?
Title: Re: Questions and answers from Tynan.
Post by: Tynan on February 26, 2014, 01:29:56 PM
I don't really know. SendOwl gives an extra download or two here and there.
Title: Re: Questions and answers from Tynan.
Post by: slaveofpeon on March 09, 2015, 02:46:25 AM
I shall be that guy that rez's a necro here, by asking a question, a wonderful question for tynan, that may have already been asked and replied to, but a question all the same.

What, ultimately, is your goal/objective for the finished product of this game? I dont mean spoilers to what you have ideas for implementation, but rather, what is your idea of a finished product, or what you feel is a great stopping point? Not to sound rude, but you could say screw it, and release it as full status as it is now, and it would still be more than what SBDF9 released when it jumped alpha to released. Do you plan to keep up with it for years, even after alpha/beta/release status, and "update/add" to it? Not to sound rude, but you could say screw it, and release it as full status as it is now, and it would still be more than what SBDF9 released when it jumped alpha to released.

With so much of the controversy involved with steam greenlight in the last few months, with "abandoned" games (SB DF-9 or Towns for instance), or with DLC/1st day DLC/1st day patching of games that are "finished" (certain AAA titles are infamous for this, especially one sort of pollack of a game series *cough*C.O.D.*cough*) I was curious as to what your opinion of a finished product is, and how you plan or what you expect, if and when, final release comes. Do you plan to do like Tarn and Zach, and keep going with it for years on end or ad infinitum, or do you see yourself setting down the project and being finished.

Figured I should ask a complex and heavy question if I necro the thread, and wholeheartedly, I hope that has been done.
Title: Re: Questions and answers from Tynan.
Post by: Gyrannon on February 29, 2016, 11:39:36 PM
A Question that I've not seen anywhere on the Site or Forum:
What is the system requirements?

Regardless of how cheap or good the game looks, whether it has very little in terms of effort put into it or a ungodly inhuman amount of effort that rivals God's creation of man kind, there must always be a system requirement for every game ever made.

I need to be sure that my computer will run the game before I buy it. It DOES look epic, but without knowing what it needs to work properly, I won't be able to get it.
Example of risk: You have a Pentium 4 Intel CPU, you want Prototype (Alex Mercer), but the game doesn't have the system requirements listed.

I looked on the main site for RimWorld & I checked forums and I'm just shocked I couldn't find it. After answering my question, please add it the FAQs of the RimWorld Site, this is a must have, and shouldn't be hard to find.
Title: Re: Questions and answers from Tynan.
Post by: Shurp on March 01, 2016, 12:24:54 PM
This has been discussed before.  Rimworld requires very little in the way of hardware, except that it does demand a 1366x768 screen.  (You can play it in a window but buttons will fall offscreen in trading and elsewhere)
Title: Re: Questions and answers from Tynan.
Post by: Gyrannon on March 01, 2016, 01:15:16 PM
1366x768?? O_o
So the resolution can't be changed to something simple like 1280x1024?
Title: Re: Questions and answers from Tynan.
Post by: harpo99999 on March 01, 2016, 03:34:21 PM
the critical point from actual discussion with tynan(a year or so ago) is the 768 or higher line count of the screen and atleast 1280 dots across the screen ie screen res of 1280 x  768 or higher so a 1280 x 1024 will be fine
Title: Re: Questions and answers from Tynan.
Post by: Grimandevil on March 01, 2016, 03:44:23 PM
this was definitely asked before, but i dont have any links.
it runs on pretty much anything. I've tried it on single core p4 with 1gb ram. But if u're using mods, u want more (more mods = more slowdown).
it perfectly plays in 1024x768 and 1280x800 (tho a smaller UI elements should be an option)

tho, as it is work in progress, any additional addings to the game may drastically change the requirements.
Title: Re: Questions and answers from Tynan.
Post by: Shurp on March 02, 2016, 11:04:22 AM
Hmmm, you're right, I can fit the trade window in a 1024 wide screen.  I got the impression I always needed larger because whenever I would window the game I never windowed it wide enough.  Thank you!
Title: Re: Questions and answers from Tynan.
Post by: Rimfire on March 02, 2016, 07:56:08 PM
I'm excited to try all the new features in A13, but I'm dying for a new release. When can we expect to see it?
Title: Re: Questions and answers from Tynan.
Post by: MarcTheMerc on March 02, 2016, 08:07:46 PM
The team dont like setting dates but Tynans return is assumed to be this month.
Title: Re: Questions and answers from Tynan.
Post by: CoolCat213 on August 04, 2016, 02:48:55 PM
Will there be a shop/bar system implemented in the future?
Title: Re: Questions and answers from Tynan.
Post by: BiG_NoBoDy on February 07, 2018, 03:09:09 AM
Will it be available on GOG.com? Or it won't be available there?
...
Question: On wich platforms will Rimworld launch?

Answer: The game will launch on as many platforms as possible (steam, desura , gog). The focus will be on steam first since the game is #8 on the greenlight page (at the moment writing this). In the future ludeon will look at other platforms.
...
Will it be available on GOG.com? Or it won't be available there?