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Messages - Conti027

#1
Ideas / Re: Your Cheapest Ideas
October 21, 2013, 10:59:04 PM
Cleaning bots and Repair bots. Little robots that can clean/haul and maybe repair.

#2
General Discussion / Re: Rimworld has been greenlit!
October 16, 2013, 05:21:18 PM
How long until we see Rimworld on Steam? Jan.2014 when Alpha comes out?
#3
Quote from: Yarkista on October 16, 2013, 11:52:25 AM
So what's the overall first impressions?

Haven't played yet. Having fun on the irc. :)
#4
Just bought it. I'll try it tomorrow.
#5
Ideas / Re: Less Direct Control During Combat ?
October 14, 2013, 06:02:28 PM
I don't want to lose out on combat micromanage. Tynan has said 20 colonist is a lot and micromanaging 20 people can be a pain but it should be if you have a big colony :P
To make combat not so pause and go, pause and go it should be slowed down.

Would be nice to have a stream lined option if you don't feel like micromanaging
#6
Video / Re: List of RimWorld Videos
October 14, 2013, 02:19:18 AM
Awesome list :)
#7
Ideas / Re: The Module Poll, Which do you want most?
October 13, 2013, 11:23:34 PM
Quote from: DNK on October 13, 2013, 11:15:06 PM
Modding. Take a look at ArmA 3. It was a fairly indie producer that has sort of exploded of late not only from DayZ, but also from the fact that for the past 8 months of public alpha-gold it was almost ONLY mods that people could play.

Mods make communities, and communities make reliable sales, free publicizing, and the possibility of a breakout hit direction for the engine to go in that the devs never considered. They also greatly expand the replayability, and so the perceived value to buyers. There are also a lot of players who almost require it so they can fine tune gameplay to their taste.

This should be #1 by a large margin, oh well. Biomes are also really important, so I won't argue too much with the poll.

As an Arma fan I will say the core of Arma is extremely empty because they leave so much up to modders and I don't agree with that. This isn't a Arma site so I digress.

I'm surprised there aren't many votes for Health Modeling.

#8
General Discussion / Re: Blitz Live Stream Right now
October 13, 2013, 09:24:57 PM
YAY!!!!

Watched the whole time.
315 viewers :D
#9
Video / Re: Since we're posting Let'splays....
October 12, 2013, 04:52:30 PM
Great videos. I enjoy them and I'm sure you know. ;)
#10
Ideas / Re: Your Cheapest Ideas
October 11, 2013, 09:56:34 PM
When something crash lands sometimes there are survivors.

Being able to decided on what priority of the stuff the colonist do, able to set that priority different for each one.
#11
Off-Topic / Re: The Drunkard's Tavern.
October 11, 2013, 09:52:23 PM
Cats!

What my cat did (before passing away) :'( when I was up playing and game and she wanted to sleep.

[/URL]
#12
General Discussion / Re: Graphical style!
October 11, 2013, 08:29:08 PM
Quote from: Tynan on October 11, 2013, 04:25:29 PM
If you squint it will always look like Prison Architect.

It'll always have this clean, pseudo-vector look. It'll always have the same viewpoint. The interface has been heavily iterated upon and will stay similar to how it is.

What I want to change most of all are the characters. I'm already taking to an artist who is working on some character sprites after a long back and forth getting the style down. They'll still be limbless and somewhat vector-y and simple to recognize at a distance, and still only have 3 animation frames, all for practical reasons. But they won't look exactly like PA.

As for our relations with PA, they're totally cool with what we're doing. They wrote so on Reddit, I've talked personally with their artist Ryan Sumo, and I heard so from our shared audio person Alistair Lindsay. There's no reason for them to dislike what RimWorld's doing anyway; we aren't taking anything from them at all.

Aw. I was hoping for limbs so we could seeing them get ripped off or have augmentations.
#13
Ideas / Re: Digging down?
October 11, 2013, 06:59:31 PM
IF Tynan does put add more z-levels I hope its only one up and one down.
#14
Ideas / Re: Your Cheapest Ideas
October 11, 2013, 06:29:26 PM
Wall lamps/lights

A light source to put on a wall, Would be great when mining into a mountain or just to put in buildings

#15
Ideas / Re: Ammunition
October 10, 2013, 08:29:24 PM
Having ammunition would be a great idea. It would add more depth to fire fights and while fire fights aren't the main focus they are a big part of the game.

I really liked what CommieKazie said,
"You would then have support colonists who run magazines from the fighters to the colony armory, where a few colonists reload the magazines from the ammo dump.  This could create an interesting system in longer engagements, as you would have to maintain a supply line, but I doubt engagements would ever last long enough."
It would also be important where you put your ammo cache.

Most people are concerned about micromanaging but not all micromanaging is bad.
An inventory system its not necessary and might add a little to much micromanaging depending on how its done but that doesn't mean your colonists can't carry items around with them. Say a gun and some ammo or tools for building,mining,growing,doctor tools, etc. The inventory system is still there but the colonists decide on what they need and carry depending on what they are doing and because of this this makes micromanaging important on what they are doing and not what they have on them.