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Messages - Tynan

#7456
Stories / Re: My game stories
September 16, 2013, 11:31:53 PM
I laughed at each one of these. Thanks.

I'll have to think about animal attacks. They are supposed to be a bit nuts, Ghost and the Darkness type animals. The problem with making them only attack locally is that they could go crazy with nobody around, sit silently for a long time, then attack after you've forgotten about them.

Did one Muffalo really kill everyone?

Also, are you aware that you start with a gun on the ground? I should train that.

Love to see some screenshots! Even if you just load your old saves to take them.
#7457
Ideas / Re: Suggestion: Nerf Fire.
September 16, 2013, 11:25:19 PM
You guys are all correct. The fire isn't finished in that there's no real way to respond to it. "Add firefighting methods" is high on my list of priorities right now, and "AI should avoid fire" is right below. If you want to go hardcore, you can build blasting charges to clear the flames too. Blast-type explosions extinguish fire and don't start new ones.
#7458
General Discussion / Re: Suggestion for the front page
September 16, 2013, 05:12:54 PM
This is why I am not a web designer.
#7459
General Discussion / Re: Suggestion for the front page
September 16, 2013, 03:38:39 PM
You're right. I have no idea what's going on there. On the list!
#7460
General Discussion / Re: Alpha Testing
September 16, 2013, 12:11:14 PM
Thanks for the offer, but I have enough testers for now. The game's currently moving towards a public pre-alpha (probably through Kickstarter) so just keep watching.
#7461
General Discussion / Re: Suggestion for the front page
September 16, 2013, 12:09:07 PM
I agree. I've actually noticed it before but never really took the time to fix it. Should take a shot at it (though I'm no CSS master so I tend to be slow at this stuff).
#7462
Ideas / Re: contacting other space ships?
September 16, 2013, 12:08:20 PM
Select a colonist.

Right-click on the comms station.

You'll get the context menu.

Click "open communications".

Yes, this isn't very intuitive. I have it on my list to redesign this.
#7463
Stories / Re: First Game - Stories
September 16, 2013, 12:07:20 PM
Ahhh. Noted.
#7464
Ideas / Re: Suggestion & Discussion: Research System
September 16, 2013, 12:06:42 PM
The general thought with research is that they're not really doing anything original - just figuring out how something works, or how to use a piece of equipment, or how to build something they saw on TV once. The RimWorld universe includes very wide technological spreads between different factions, from tribal to transcendent machine/human godlike entities. So everything has been seen and hard of, mostly - you're just trying to figure out how to do it. This is how one person can, say, invent hydroponics alone in a few days.

Repeatable research is an interesting idea, definitely a possibility. It would simplify some things.

I am really fascinated by the idea of using special materials as research prerequisites. It has a bit of an XCOM vibe. E.g. a trader passes and you buy some transcendent-tech artifact, which, after research, can be used as some kind of super-weapon or power source. Maybe it takes research just to identify items!

Or we spawn the map with some archaeological ruins and you research those. And, of course, the research spawns events (cthulhu arrives, for example). It's like managing the UAC Phobos base in DOOM.

So many possibilities.
#7465
General Discussion / Re: New forum
September 16, 2013, 11:55:48 AM
Yeah, pretty much. Cold silence, infinite digital void, I love it!
#7466
Ideas / Re: Raids!
September 16, 2013, 11:55:12 AM
The raiders currently flee if they take a certain % of losses; I want them to be a bit less lethal in general so I may reduce this and have them flee in a wider variety of circumstances. Or just, say, kidnap one colonist and leave. The always-lethal-genocidal attacks have a way of cutting stories short.
#7467
General Discussion / Re: What is/is there an end game?
September 16, 2013, 03:02:34 AM
Been thinking more about that. I think it's a good idea, it's been on the list for a while.

Of course most of the AI storytellers will make sure that not everyone gets out scot-free. Look forward to some crazy shit going down as you near completion of the escape ship.

I think it could be a really interesting long-term quest, what with having to acquire various parts by trading or manufacturing, and put them together.
#7468
Ideas / Re: Suggestion & Discussion: FIRE!
September 16, 2013, 02:55:07 AM
You are definitely correct, and this is definitely on the to-do list. And rising in priority.
#7469
General Discussion / Re: Relation to Prison Architect
September 16, 2013, 02:54:33 AM
I drew some inspiration from PA. Moreso from its own inspiration, Dwarf Fortress.

We don't share any tools. Chris at IV has his own tech foundation; I built this one on Unity.

But they do look somewhat similar; that's my fault. I'm not a good enough artist to come up with a really good original look. There are only so many ways to render characters on a tiny grid without using animations.

I hope the differences between the game will be enough for people to look past the aesthetic similarities. And if I get some funding at some point I can get an artist to help develop a more unique look.

I do think the similarities are skin-deep. In gameplay the game resembles DF much more than PA.

How did you know I used to call it Starship Architect? That was back in March... I didn't think I ever mentioned that anywhere. CREEPY :D
#7470
Stories / Re: First Game - Stories
September 16, 2013, 02:50:07 AM
Did you choose Randy Random? I believe Cassandra gives 3 days with zero incidents, but I'll check.

Also, there is no way to fight fire aside from explosives, which wipe it out (research blasting charges), and removing its fuel sources. Yes, this is a little bit crazy and broken; I hope to add firefighting soon.