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Messages - Ben

#1
Quote from: Tynan on October 11, 2013, 02:38:24 PM
You're never supposed to have more than about 20 colonists anyway.

Ah, so if I can run it from the start I should be safe then!
#2
You've got to remember that the Kick Starter gives you a copy of the game for every purchase over $20 so technically it's both. Whilst it's being funded back into the game he is obviously in the right to take profit for himself, or he's just given away $90,000 + worth of his game away for free, if he invests every single dollar. We all hope for a great game, and as long as we get that I couldn't care less where the spare money ends up.
#3
General Discussion / Re: Graphical style!
October 11, 2013, 02:34:00 PM
Quote from: Semmy on October 11, 2013, 02:31:28 PM
Quote from: Pheanox on October 11, 2013, 02:30:08 PM
I definitely like they style, and yeah, I was trying to find that quote that Semmy found, I guess my searching skills just aren't up to par. *sigh*

I just got a shitload bookmarked since i made the Q&A..
And ive been replying to multiple threads like this for a couple of days.
Some questions seem to be coming back because not everybody uses the "search"

I can assure you I have looked it up, this was a discussion topic, it appears some people just don't "read the whole topic."
#4
My computer has been marked as incapable to run a Prison Architect... I know, the graphics are only alike and not the mechanisms but it's just for a completely separate point.

Anyway, it says I was incapable of playing it yet I can run it until I have around 50 prisoners or something tremendous like that. The point is I don't know whether this will be the same, will I be able to play this game to a certain degree with my computer but be restricted on gameplay, or if it does occur will the amount of my colony even be restrictive? How will gameplay be with a small colony compared to a large?
#5
Ideas / Re: Multiplayer
October 11, 2013, 02:28:35 PM
I'm just pushing forward an idea for if it does go through. Personally I highly doubt it because servers are expensive for a single coder, even at his level of skill it doesn't even come into it, it's just pricey.

As for your idea of a building multiplayer, I agree it would be the most fun to have building as a group of people next to each other, but it's unmanageable. There'd be no system to keep trolls out who just want to build around everybody's compound to trap them in, or people who's designs just collide. There's no way for the game to recognize those two types of player.
#6
General Discussion / Re: Graphical style!
October 11, 2013, 02:21:41 PM
I just hope he listens to his community, the artist that is, but heh he's paid to design something and we're not that's the whole point. I'm just finding it hard to vision an improvement on the graphics for this style of game, but perhaps when I see the final sprites or sprites in construction I'll get a change of opinion.
#7
General Discussion / Re: Graphical style!
October 11, 2013, 02:18:41 PM
I see your points but it will never look like a Prison Architect copy and paste, just mainly because it is in space. I don't want it changed in the slightest as it flows so smoothly on screen right now. I know he made the sprites as a temporary structure just so he can make the game without delay, but I think it turned out for the best.
#8
Ideas / Re: Multiplayer
October 11, 2013, 02:16:31 PM
How about a squad system?

Each individual on the multiplayer is given the initial, three I believe, starting survivors and create separate mini-camps. There's no competitive edge, only the competition to get certain forage-able items before the other with restricted areas for building so trolling or just a clash of ideas doesn't occur. Then they can see each others stories develop as well as their own with a text chat to discuss the matters of each others characters aswell as initiating trade. Co-op does sound a lot better.
#9
General Discussion / Graphical style!
October 11, 2013, 02:07:18 PM
Got ya! You thought this was going to be a complaint about Prison Architect styled graphics, right? Well wrong! Infact I'm here to express to you that I believe that the graphics right now are perfect for the game! We can all talk about how they are the same, and drag it down but for a game like Rim World I don't believe we need a unique graphical asset.  In my opinion I say keep the graphics how they are now, apart from the comparisons drawn I don't see a problem with them. They can't be copyrighted from what I know as the graphics are only similar, and at worse people just finding out about the game will assume the game was made by Prison Architects studio, like I did. Either way they'll still buy the game and save money in the long run. With the success of the Kick Starter I know you have money to spend, but I believe they art style now fits the game perfectly. I mean, it's only the sprites of the people that look remotely similar, the amount of sci-fi style tiles in the game sets it apart dramatically.

I've posted this under "General Discussion" because I want to hear feedback from the community, do you think the graphics are in desperate need for a unique look or fine how they are?
#10
Ideas / Re: Your Cheapest Ideas
October 11, 2013, 01:58:21 PM
I'm not sure what's cost effective as I'm Fifteen and the only scripting knowledge I know is Pawno, for San Andreas Multiplayer where all of the functions are premade for you--... Anyway onto my idea.

I believe this is cost effective as it's essentially a tile that script wise just freezes the movement of the AI, changes the sprite to a different animation and allows a simple interaction. My idea is called the Pit, and is essentially a trap for not only animals and inspires hunting but may be great as defense for your base. There's two ways this can go, I believe the first is more cost effective or time effective.

The first way is that the drop of the pit is so low that it knocks the enemies unconscious, where you can simply just implement the pre-made capture system. However then for those picky users, like myself, you have to find a way for you to realistically pull a body from the pit instead of just teleporting him out.

The second way will take a whole new system, where when the enemy drops they are still conscious and can fire up out of the pit they are in and you can either leave them to rot or attempt to capture them with a chance of getting shot.

It's simple but I think it'll play a large part in defense mechanicsms and can go even futher. Such as camoflauging the pit may only work on grass land and enemy detect it on sand or other materials. Perhaps you can implement Z-Levels so they drop into a premade prison!?