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Topics - Tynan

#101
Creative Rewards / Creative rewards system test
November 13, 2013, 12:47:53 PM
EDIT 11/24/2013: The backer tier check system is back online thanks to folks at SendOwl, thank you for your patience! If your status is still incorrect, please log out and in again to force the check.

The creative rewards system is live. We are running it through tests to make sure the whole workflow functions correctly.

If you're willing to help test the system, please go to http://rimworldgame.com/creative and create a character!

Note that there is a chance that we'll have to wipe the database. Again, this is testing, so it might not work perfectly.

Once there are a number of entries in there, I'll try the XML export and put them in the (internal testing) game to ensure everything fits together nicely.

Please report any issues or weirdnesses you see in this thread.

Thanks all!
#102
Creative Rewards / Where to submit your content
November 05, 2013, 03:43:24 PM
The content submission system isn't online yet. For now, just hold on to your content; we'll announce when it's ready. Web wizard and RimWorld expert Hypolite is the man with the PHP/SQL wand working on this.
#103
General Discussion / Internal Version 243
October 28, 2013, 01:45:20 PM
Just keeping people updated on what I've been tooling away on over here. Testers have been banging on version 243, which has these marvelous improvements over the classic YouTuber build, 232.

•   You can now prioritize colonists’ tasks individually.
•   Levels now cap at 20 (as designed).
•   Power connectors report power net status.
•   You can now dump meals in dumping areas.
•   You can now click on names in the overview to center on the colonist.
•   Overview now displays health of wounded colonists.
•   Hid the trait system for now to avoid confusion (since traits do nothing).
•   All weapons now have unique graphics.
•   Rewrote storage square management system to use the generalized work reservation manager.
•   Added map size adjustment in an advanced menu at game start.
•   Fast-forwarding is disabled during combat where you are under attack.
•   Added max selection size and max drag designate size.
•   Added raiders: sniper squad and mercenary squad.
•   Balanced down hydroponics growth rate.
•   Charged batteries now explode while burning.
•   Some electrical devices now short-circuit and cause fires if left out in the rain while running.
•   Split shooting accuracy breakdown into misses due to equipment and misses due to skill.
•   Rebalanced shooting and melee to make skill more important.
•   Drafted colonists no longer interrupt when melee attacked.
•   Traders are now rarer but carry more goods.
•   Dump sites no longer default to accepting humanoid corpses. Graves no longer default to accepting animal carcasses.
•   Smoothed out and softened how AI Storytellers handle colony population.
•   Colonists now gain bad thoughts from sleeping outside.
•   Added skills (which do nothing yet): cooking, medicine, artistic, crafting
•   Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking
•   Added credits screen.
•   Replaced all noncommercial free sounds and attributed those under attribution licenses.
•   Various bugfixes and balance adjustments. Optimizations and bugfixes.
#104
Hey all, I've just put up a board to discuss the creative rewards. Check it out here.

Some of you may wish to pay special attention to the call for moderator volunteers! At least, I hope you will :P
#105
The call is closed, thank you to those who responded!

Are you a clear, concise writer? Are you interested in the RimWorld fiction? Are you willing to help moderate creative rewards?

If you answered yes to all three questions, please post in this thread! Also, please accompany your post with at least a page of fiction writing you've done. It can be any fiction - I just want to see how you assemble sentences. If you don't want to post it here go ahead and email me at [email protected]

It would also be good if you answered:
1. What is your writing experience?
2. Why do you want to help out?
3. How much are you available to help out?

Thank you in advance to all who respond!

#106
Creative Rewards / Creative Rewards Guidelines
October 24, 2013, 12:49:44 AM
Hey all,

Since we are setting a high standard for the consistency, quality, and fictional seamlessness of the creative rewards, I thought it would be good to have a centralized place to discuss them. That way, you can all see every other discussion about what fits, what doesn't, and ongoing clarifications to the guidelines themselves.

Here are the guidelines: Creative rewards guidelines

And here is the Creative Rewards login:
http://rimworldgame.com/creative/index.php

So yeah - if you have any questions or uncertainties about what you want to do, start a thread and we'll answer!

EDIT - by milon, added creative rewards login
#107
Ideas / The many-guns problem
October 22, 2013, 12:41:38 AM
People tend to build up a lot of guns. While it can be fun to have a big armory, it can also feel pretty micromanagey after a while.

How do we solve the problem where people get huge amounts of guns?

I've got lots of thoughts on this but I'm curious if anyone else has any specific ideas on how this design issue might be solved.

These could be:
-Economy adjustments
-Changes in how guns are acquired
-Variations on gun degradation
-Other ways to get rid of useless guns
-New AI behaviors to dump/destroy useless guns automatically
-Changes in how guns are dropped or acquired
-Don't solve it, just let it happen, it's awesome!

I'm interested in your thoughts. Let 'em fly!
#108
General Discussion / Kickstarter update #5
October 16, 2013, 03:36:13 PM
I said lots of things in this Kickstarter update. I thought the forums should know :)
#109
General Discussion / RimWorld Wiki
October 14, 2013, 12:52:11 AM
The official RimWorld wiki is live at http://ludeon.com/rimworld/wiki/. You're all invited to come help fill it out!

The current wiki masters are:
-British
-enystrom8734

This thread is for discussions around the wiki.
#110
Support / Calling all .BAT file magicians
October 11, 2013, 02:23:51 PM
I've struggled with this a bit; figured one of you geniuses might be able to help out!

The task: Create a .bat file (or equivalent) that individually zips up every subfolder in a folder.

This is for automated building of the game. I've already got a script that builds all six (3 OS's times the dev/nondev versions) versions of the game and puts them in a folder. It ends up looking like this:

..../RimWorldBuilds/RimWinDev226/
..../RimWorldBuilds/RimMacDev226/
..../RimWorldBuilds/RimWin226/
and so on

Basically I would like it to end up by adding these files as well:

..../RimWorldBuilds/RimWinDev226.zip
..../RimWorldBuilds/RimMacDev226.zip
..../RimWorldBuilds/RimWin226.zip

Which just means individually zipping each folder in the containing RimWorldBuilds folder.

So - does anyone know how you'd write a script that could do that? Thank you!
#111
Ideas / Your Cheapest Ideas
October 09, 2013, 12:17:07 AM
UPDATED: This thread is still great for players to discuss ideas and modding concepts with each other, but it's not being reviewed by developers. Please see this thread for more info.

What ideas do you have for the game that are really cheap to implement? Ideally these are things someone could do in less than half a day. Try to think of things that re-use already-existing systems with minor tweaks to create new variations.

What are your cheapest ideas?

An idea is cheap if a modder could sit down today and have the feature finished in four hours or less. If your idea is at all complicated or uses game systems or AI behaviors that are not already in the game, it is not cheap and should be posted in its own thread.
#112
Hey everyone. This is a request for help from the community.

What's the best way to collect people's creative rewards and get them in the game?

We've currently got the Pirate tier, which lets you put your name in the game. We've also got the Mercenary tier, which lets you put your name, a custom-written character background, and stats into the game. Finally, there is Pirate King, which is like Mercenary but your character gets a special role.

People have purchased these things through Kickstarter and SendOwl, and will probably do so in future through other systems (hopefully including Steam).

This system would have to fulfill these requirements:
• People can enter their data and update it later.
• Created/updated data is in an unconsidered queue until we look at it (through some interface) and approve or disapprove it.
• Disapproving data means the sender gets an email with the reason for disapproval and an invitation to try again.
• System is extensible to handle automatic integration with SendOwl/Paypal/Steam in future.
• System is secure so people can't make or access accounts unless they have bought the right tier.
• Allows relatively easy extraction of the data into XML format so I can put it in the game.

Suggested solutions have been:
• Hire someone to create a custom solution that uses keys given to each purchaser to create new accounts and allows people to update their database entries online. It would also have to support us reviewing the data, possibly disapproving it, and giving reasons why.
• Use BackerKit and munge it to fill our needs.

Anyone have any thoughts on products to use or ways to approach this problem? Thank you!

For reference, here's Prison Architect's solution.
#113
General Discussion / Who are your YouTubers?
October 05, 2013, 04:23:48 PM
So the Quill18 video has been a great help in exposing more people to the game. I'd like to send press builds to more YouTubers. Does anyone have suggestions on who to target?

The best people would be people like Quill18 - not too huge, but not tiny either, interested in indie games, willing to try something different, and who can actually be emailed.

Who are your YouTubers? Tell us! And thank you very much!
#114
General Discussion / Call for Linux testers (closed)
October 04, 2013, 03:29:01 PM
Call for Linux testers is closed. Thanks everyone!

I need a couple Linux testers to make sure builds work properly on that OS. Apply in this thread if you can and want to test on Linux. Obviously there's no guarantee everyone will get used.

It would be good if you could answer:

• What's your experience with testing systems? Ever used a bug tracker before? Does the Ludeon bugtracker look foreign to you or familiar?
• What OSes do you have?
• How much time do you have to test?
• Ever recorded and uploaded video before? E.g. with FRAPS.

Thanks to all in advance!
#115
The Kickstarter is up! With new info on the game, a hot new trailer and proper audio this time. Y'all should definitely check it out.

RimWorld Kickstarter

I've also launched the Steam Greenlight. Check it out and (hopefully) vote for us:

RimWorld on Steam Greenlight
#116
Off-Topic / Fun! Half-regenerated world
September 27, 2013, 06:25:42 PM
#117
General Discussion / Kickstarter next week
September 26, 2013, 10:32:30 PM
Just a quick note the forum goers: The Kickstarter will be next week (if nothing insane happens).

I cut the trailer and created the Kickstarter page. I also shot and cut together my little interview which I stuck after the trailer in the KS video. Shooting this took FOREVER; goddamit taking live video properly is hard. It turns out that there is about a 90-minute window each day when the light in my room is decent for shooting video. I shot the first one at night and had to scrap it because the lighting was terrible. Then I shot one in the day, which was okay, but I had to shoot another day to fill in some missing points. And I thought game dev was challenging. Perhaps it's just because I've no experience with a camera. But I digress.

Alistair has done his first pass of the trailer audio and it's awesome. He nailed the Western/sci fi mix perfectly. It sounds like the Mass Effect score edged with Ennio Morricone's The Good The Bad and They Ugly music.

I'm also working with an artist on getting the art together for the game; she's hitting the AI Storyteller portraits, ingame characters, and main title logo first. Hopefully, once she's got some work in the game, people will stop going crazy with the Prison Architect comparisons. Not that they're unfair or they really turn anyone off, but it's not the first thing I want everyone to say about the game.

So in general, things are looking pretty good!
#118
Off-Topic / Rewriting URLs
September 26, 2013, 12:08:04 PM
So currently rimworldgame.com just redirects to ludeon.com/blog/rimworld, where it's actually hosted.

That's okay, but I think it would be better if it kept rimworldgame.com in the browser and just served the content from ludeon.com/blog/rimworld.

I'm pretty sure there's some way to do this involving some sort of htaccess magic but for the life of me, I can't figure out what it is. I've got rimworldgame.com parked with a simple redirect to ludeon.com/blog/rimworld right now.

If any of you are htaccess magicians, I'd appreciate a hand right now. Thank you!
#119
General Discussion / Kickstarter rewards ideas
September 26, 2013, 12:01:06 PM
The Kickstarter is upcoming. Do you guys have any ideas for interesting rewards that you think would do well amongst backers? I've got the basics covered, but the more exotic stuff is tough to decide on. What kind of thing would interest you?
#120
General Discussion / How To Email 1100 people
September 24, 2013, 05:37:54 PM
So I'm going to be sending an email to the mailing list when the Kickstarter opens. But there are about 1100 people on that list and growing; I don't think I can do that with the bcc field in my gmail.

Does anyone know a good way to send an email to a ton of people at once? Thanks in advance.