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Messages - hoggerlivestwice

Ideas / Re: Brainstorm: Buildable Future Content
October 12, 2013, 03:01:21 PM
Id like some kind of vacuum, temperature, and atmosphere simulator. Later leading into full blown space stations perhaps.

and Id like to take what makes the story teller AI tick, and make an autonomous NPC type character called an Artificial being, it just does random things and aids (or ails) your colonists autonomously, like some kind of AI manager found in Guild 2 or something... but more nefarious.
Ideas / Re: The Module Poll, Which do you want most?
October 12, 2013, 02:58:55 PM
I would also like to cover "The Commercial Success attributed to the popularity of a specific mod."

Best example?


Do you know how much Arma 2 sales increased since its release? Like 100 fold. Or more, it sold out physical copies in most stores simply because people ordered them all, steam keys, amazon keys, its even on GOG.COM, Simply because I swear its popularity since DayZ's release. People saw "oh wow this game can do this" and then boom, Arma 2 became another kind of call of duty. More complex -- yes -- more rewarding = definitely. (you can also destroy most buildings and its hilarious).

Now your game will sell just due in part to its uniqueness. But think of what mods do for games when they are THAT well made? They attract people. And when people see its for a game they want, they buy that game. Even in alphas. Its just how much fun they can get out of something, or how unique that something is that draws them. Or even if it just fulfills a kind of gimick. Maybe they want a zombie mod fully tailored for that kind of atmosphere with custom artwork and whatever, youre not going to be making this perhaps but someone else might. This generates sales as now someone else will buy your game JUST for this mod. Seriously.
Ideas / Re: The Module Poll, Which do you want most?
October 12, 2013, 01:51:06 PM
Quote from: Tynan on October 12, 2013, 01:49:21 PM
Bear in mind that if I added moddability early, every release thereafter would likely break every mod that anyone had made because the fundamentals of the game are still in flux.

Thats like most games right now, it wouldnt change anything people would just update their work, or wait between builds. How much would it break by, whole structure or just placement of things? Either way it wont change much. Do you plan on archiving builds or completely replacing the old ones?

EDIT: People would also just archive their OWN builds for private use anyway.
Ideas / Re: The Module Poll, Which do you want most?
October 12, 2013, 01:43:37 PM
Modability, why be selfish, let everyone have their own vision of their own game?

I mean here off the top are games that thrive off mods:


-Mount and Blade

-Unreal Tournaments


-Source games


-Jedi Academy/Jedi Outcast

Here are some games that thrive off mods that directly inspire this one

-Dwarf Fortress

-Jagged Alliance 2 :


anyways the facts are mods are waaay more important, but having the structure for unique features, such as atmospheric simulation would open up the doors in modding even more. But ensuring the modding support is very high or high for new invention make for excellent gameplay.

anyway, he said vast majority will be xml based or open sourced, not locked in code. So we'll see. I wanna mod in mech suits or whatever or mechs, or zombies, or whatever augments for crew people. Whatever.

But modding makes things happen.

Quote from: AspenShadow on October 12, 2013, 01:13:19 PM
I feel before modding should even be considered we should have an actual game with a solid foundation. The game needs to be built up to it's best/final version before the community decides it needs more/different content.
No game on earth is like this, and I've played them all.


EDIT: Also, I'd say that regardless of the shortcomings of the original foundation, as long as they made mod support semi-accessible, or left it possible. You can see the game fix itself over the course of time just by the generosity of the mod community following that game.

Like Grand Theft Autos. Which I forgot to mention.
Yeah, we need mod support for this game. Bad. Tools if you could. Even if you gotta make it a stretch goal for your kickstarter or funding.

Most people want mechs or most people dont, most people want zombies or most people dont

Most people want alien lifeforms eating their people most people dont

most people like to force their views on people and then most people just wanna have fun see what im saying?

Mod tools helps the player decide whats best for their game. See, I see this game being some cool bad ass future cybersteampunk dysotpian survival game on this bad ass planet with potential for epic space station 13 gameplay single player experience

Were as some other dood be like "no this is a rustic old timey survival game that tells the story of these hard working frontiers-survivalist doods trying to rough it out through harsh winters and wooden log huts I say you!"

*yaaaaaawn* yeah ok well, Mod support.

Please make it most important, please.

Even Dwarf Fortress is mod heavy: I got sci-fi mods and everything:

It'd be like this:

VS This:

VS this:

see what im saying now? And this is how most see a bad ass game like RimWorld, different possibilities and I hate when people think their view is the most correct about a game. Mods change everything.
Ideas / Re: Brainstorm: Buildable Future Content
October 11, 2013, 06:29:29 AM
Game needs to focus on mod support mostly, cuz most people here seem to have their own idea whats best for the game. barring anything that doesnt fit their own idea of perfection for a game. lulzworthy i knos.
Ideas / Re: Suggestion & Discussion: The Colonist
October 11, 2013, 06:28:28 AM
we need mechs and cybernetic implants, exo suits, crazy sci-fi stuff too.
and stuff like cows.
Ideas / Re: Cybernetic Implants
October 11, 2013, 06:28:02 AM
Quote from: British on October 11, 2013, 05:29:22 AM
It would happen that there's already a dedicated thread about colonists... ain't that epic ?

Also, we need full blown mechs, like giant walking machines, that'd be bad ass

we could find lost reckage or tech from the space ship that crash landed

yeah sweet

or maybe even survival bunkers we find underground or inside the earth
Ideas / Cybernetic Implants
October 11, 2013, 05:23:29 AM
Yes, I want to augment my colonists... Yes.

Would be epic sauce.

Ideas / Re: Mech suits
October 11, 2013, 05:22:42 AM

Oh man!

Even just mod support for adding our own exo-vehicles with custom add-ons. Even rigs:

or better yet Shrikes:

Well rigs fit rather perfectly, just need to have research labs for complex hydraulics and rudimentry motor skills articulation software drivers and controllers.

Well alright maybe not RUDIMENTRY but yeah, touch, go and engineering.

But the other stuff?

Well youre space ship should still be littering the surface of the planet with debri, maybe you can explore caves or outside world and discover remains, or maybe under the planet you can discover rare caches from a lost civ with old bad ass technology for reverse engineering. No doubt this game will have research labs?

Dude Mechs, please.