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Messages - Tynan

#6946
Ideas / Re: Death is not the end of the game.
October 30, 2013, 07:09:01 PM
Quote from: Semmy on October 30, 2013, 05:50:03 PM
Quote from: Tynan on October 30, 2013, 05:21:13 PM
Funny thing is it wouldn't even be that hard. Raiders are generated with all the stats and identity needed to be colonists (because you can recruit them).

So basicly if i play my cards right i can play with my pirate king?

You could already do that if you captured him and recruited him :)
#6947
I'm gonna try to see if I can get a list from Kickstarter sooner than the two weeks. I just won't promise this is possible.

I don't plan on releasing the game for free to the whole Internet and then not updating it. I'd massively piss off the Influencer backers (who paid for earlier access), and the "demo" would hang around as a buggy albatross forever. An unfinished game isn't a demo, it's a first draft.
#6948
Creative Rewards / Re: Looking to create "Me++"
October 30, 2013, 05:46:19 PM
Quote from: Semmy on October 30, 2013, 05:42:32 PM
Quote from: Eviscerae on October 30, 2013, 05:13:50 PM
Sounds good to me.

Maybe he/I was some sort of engineering guru testing some new equipment.  Catastrophic failures of safety-critical software have been known to cause premature evacuations in some space faring vessels.   :o

What i would advice is to create a charachter with a background that stops the moment he gets on that ship.
Else you take away the story that a player would want to play.
So you could say that that catastrophic failure happened in that nuclear plant he worked in and that he bought a ticket off the planet before being beaten to that with uranium rods. or to escape the meltdown

I actually prefer you avoid this part too and leave the origin of the ship unsaid. I'd like to be able to write that as canon later and not have a bunch of backstories each say that the ship visited this and that world picking up all sorts of people. Just write the story that says who you are, not a short-term story leading up to the moment.
#6949
Ideas / Re: Death is not the end of the game.
October 30, 2013, 05:21:13 PM
Funny thing is it wouldn't even be that hard. Raiders are generated with all the stats and identity needed to be colonists (because you can recruit them).
#6950
Creative Rewards / Re: Looking to create "Me++"
October 30, 2013, 05:17:01 PM
Well, there's no need to specify how you got to the rimworld. Usually it's better if you don't - let the player interpret that part.
#6951
General Discussion / Re: Reducing the pace of combat
October 30, 2013, 03:02:51 PM
Quote from: Semmy on October 30, 2013, 02:51:00 PM
instead of letting the fights last longer by slowing down the time.
Why not make the system so that your fight actually becomes longer.
Let the raiders siege you and lure you outside to defend you geothermal and solars.
let them burn your crops loot your stockpile so you have to go out and fight them

Now its just wait for them shoot them continue on.

Besieging raiders are planned (vaguely).
#6952
Creative Rewards / Re: Looking to create "Me++"
October 30, 2013, 01:52:08 PM
You could focus on this: "a software engineer for a prominent defense contractor specializing in military radars and sensing equipment". That's awesome! Just add a tiny bit of sci-fi spice and you should be good.

Alternatively you could just say you're a straightforward smart married guy. Nothing wrong with that, and it would go great in the game. I really hope we'll have a good number of "normal" people in the game.

#6953
Ideas / Re: Death is not the end of the game.
October 30, 2013, 01:36:18 PM
This is actually a really entertaining idea.

If you lose to the raiders... you become the raiders :P
#6954
Ideas / Re: Measuring weapon effectiveness
October 30, 2013, 01:35:30 PM
There will be a weapon stats card you can inspect.
#6955
General Discussion / Re: Kickstarter Update #7
October 30, 2013, 12:36:38 PM
Everyone will be moved to SendOwl after the Kickstarter. So everyone will be on the same system.
#6956
Ideas / Re: Mine selection and destruction
October 30, 2013, 11:15:02 AM
Double-clicking doesn't detonate anything. It just selects. To detonate all, you'd have to double-click to select them all, then either click the detonate button or hit the T key. It's the same sequence that would let you detonate all your banelings in StarCraft II.

Anyway, mines are getting rethought a little bit so this will hopefully be less of an issue in the future.
#6957
General Discussion / Re: Reducing the pace of combat
October 30, 2013, 10:54:00 AM
That's an interesting idea. I'll have to think about it.
#6958
General Discussion / Re: Kickstarter Update #7
October 30, 2013, 10:51:15 AM
Quote from: UsF on October 30, 2013, 08:16:58 AM
Very happy to have it come to a successful finish. Very sad to see that we have to wait longer now. Ah well will have to manage, I guess.

The interesting thing to me is how you will be able to handle all of this and what kind of organization you have in mind. Download bandwidth cost could add up, if you make it available through your means and be a variable cost to look at.

The distribution will be done through SendOwl. They've got a super-scaleable architecture that can handle this, no problem. They're the ones who distributed Prison Architect (and all its updates) as well.
#6959
I've been confused as well. Some things that did happen:

-RimWorld was on the main Kickstarter front page, if you click three or so pages into the popular projects slider-list.
-Scott Manley made a video that day which had 15,000 views

There were some upgrades but nothing insane. It's mostly new pledges, as usual.
#6960
General Discussion / Re: Kickstarter Update #7
October 29, 2013, 09:57:59 PM
Quote from: SteveAdamo on October 29, 2013, 09:51:10 PM
seems like as good a place as any... congratulations on 1000% funding and 200k!!! :)

These Japanese emoticons cannot begin to express my feelings on the matter:

ヾ(@^▽^@)ノ

\(T∇T)/

ヽ(*≧ω≦)ノ