Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Tynan

#7291
General Discussion / Re: Kickstarter next week
September 30, 2013, 08:42:37 PM
I wouldn't want to use this version as a demo of the final game. Everything is going to get smoother and less buggy; it would be terrible to have people making their purchasing decisions based on an old version a few months down the line. The pre alpha version isn't a small piece of finished game, it's a comparatively crappy progenitor of the finished game.
#7292
General Discussion / Re: Kickstarter next week
September 30, 2013, 07:32:58 PM
Quote from: Zorbane on September 30, 2013, 07:29:42 PM
Just throwing it out there but:

Wouldn't releasing a playable demo be better for Kickstarter publicity?

Not a fan of demos myself, especially maintaining them, especially in pre-alpha. I'm not sure how you'd even make a demo of this game.
#7293
General Discussion / Re: Kickstarter next week
September 30, 2013, 06:31:59 PM
Quote from: Hypolite on September 30, 2013, 06:28:03 PM
I understand. My idea was to ship the alpha game after the actual end of the campaign, not during the campaign if the pledged amount reaches the goal.
Yes I agree. That's basically the conclusion we're all reaching, I think. I'd like to offer people the game earlier but it seems there's no real way to do so.
#7294
General Discussion / Re: Kickstarter next week
September 30, 2013, 06:23:15 PM
Quote from: elemenofi on September 30, 2013, 05:56:11 PM
I know this may sound rough and improper but when can we estimate to be able to play the damn game? Lol please excuse my foul language :) I am just eager.

By my math, it would be November 2 or 3 if you're in the KS.
#7295
General Discussion / Re: Kickstarter next week
September 30, 2013, 06:22:33 PM
Quote from: Hypolite on September 30, 2013, 05:57:59 PM
Wait. How com the game could be released if people canceled their pledge?

If you need more time, you should wait until the campaign ends. If the goal is reached, you get paid and backers get the Alpha of the game. If the goal is not reached, backers get their money back but don't get access to the game.

Or is there a thing that I miss?

If it reaches the goal, and I immediately send the game out, people can then cancel their pledges and not be charged. They've gotten the game for free and if enough of them do it the KS will fail.
#7296
General Discussion / Re: Kickstarter next week
September 30, 2013, 05:46:30 PM
Quote from: nomadseifer on September 30, 2013, 05:43:22 PM
Quote from: Tynan on September 30, 2013, 05:19:36 PM
I wonder if I could change it to giving the game out when the KS hits its goal. Hmm.

People could manipulate the kickstarter to get the game released and then cancel their pledges.  Pretty sleazy but, you know, the internet.

Ugh you're right.
#7297
General Discussion / Re: Kickstarter next week
September 30, 2013, 05:19:36 PM
I wonder if I could change it to giving the game out when the KS hits its goal. Hmm.
#7298
General Discussion / Re: Kickstarter next week
September 30, 2013, 05:16:09 PM
Quote from: British on September 30, 2013, 05:14:01 PM
Well OK, but when I read "immediate", it sounds an awful lot like, you know, "immediate" :P
You might want to clear that up on Bay12 as well...

In any case, while it makes more sense that way, it's a bit sad: having to wait 4+ more weeks is going to be atrocious, seeing how the last couple weeks have been :'(

Sorry; the distinction is clear on the KS page. I was careful about this after hearing how DwarfCorp got ragged on for making that same mistake.
#7299
General Discussion / Re: Kickstarter next week
September 30, 2013, 05:08:57 PM
Quote from: British on September 30, 2013, 04:51:48 PM
It sounds like getting news of RimWorld is a bit like hide and seek !
In your last post on Bay12 forums, you mention two things I wanted to react to or make people here aware of:
  • The KickStarter campaign will most likely start on thursday
  • One of the pledge rewards will be immediate alpha access
First: yay on having a date !
How solid is it ? Can I put it on the wiki (in case some people stumble upon it inadvertently) ?

Second: You might not want to share the amount you are aiming at, but are you worried/excited/something else about that immediate access in the unlikely case that the KS isn't a success ?
On the other hand, that would give more publicity to RimWorld... hmmm, that's smart.

The date is a bit shaky. So please don't be spreading it too much.

Immediate access is happening no matter what. We've already got the game to give to people. And it's not _immediate_ access, it's access when the KS ends. And if the KS fails, nobody will be getting any rewards anyway. Though I'm hoping this is unlikely.
#7300
General Discussion / Re: Steam
September 30, 2013, 03:30:42 PM
Quote from: Yarkista on September 30, 2013, 03:15:18 PM
Quote from: williamknox on September 30, 2013, 12:13:06 PM
Yea Valve can be a bit figity now and then  :P

Indeed, fuck greenlight. ;)


Edit: Huh, 1000th post.

Pretty awesome to have 1000 posts around here already. Congratz on catching it Yark.
#7301
Stories / Re: Gameplay feedback first four hours
September 30, 2013, 03:29:19 PM
They've fought fires since last Thursday by beating them out. It's pretty simple, but it fills the basic role. There's a firefighting work type and any fires in your designated home zone (also used for cleaning) will make all firefighter colonists come over and beat out the flames one by one until they're all gone.

Update: I walled myself in so they're burning my colony. I can keep my walls not on fire from the inside, but that's it.

#7302
Stories / Re: Gameplay feedback first four hours
September 30, 2013, 03:00:34 PM
They don't care about the shortest path. I'm not sure they ever will.

Turns out that finding the shortest path through obstacles was really, really hard. I was dreading doing this and dealing with the long-term bug factory is would become until I realized that there is actually no way for a player to wall themselves and all their buildings in (well, there is a way, but I'll let you guys think about what it might be :) ). So the buildings will always be exposed. If you wall yourself off, I think it's okay for the raiders to:

-First, destroy any threats (turrets etc).
-Second, randomly smash up and light the place on fire

After all, they don't know the layout of your colony so there's no real reason or need for them to find the shortest path. Does that make sense?

Note that none of this applies if there are doors. They still go straight after doors if there is one. Though I may change this and have them do some more broad-based destruction if you're hiding behind closed doors.
#7303
Stories / Re: Gameplay feedback first four hours
September 30, 2013, 02:49:15 PM
Hand weapons - definitely want it, but I'm going to wait until I have time to make a better inventory manager AI.

Grenadiers - yes, I should put this in. Good call.
#7304
Stories / Re: Gameplay feedback first four hours
September 30, 2013, 02:06:01 PM
Now handling players walling themselves off from raiders. Here they are trying to knock the wall down as colonists repair it. Hopefully I'll have them setting it afire soon.

#7305
Ideas / Re: AI storyteller balancing possible issue
September 30, 2013, 12:55:00 PM
Okay. I'm going to prioritize making Cassie a bit more observational for the next build or the one after. I do think it would improve the game. We'll see how that pans out with you guys.