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Messages - Hypolite

#271
General Discussion / Re: Rimworld Wiki!
September 23, 2013, 05:34:19 AM
I did extract the bios and the traits the same way: I clicked on "Randomize" until I always saw the same one again and again. You could have guessed that by the fact that I only have bios accessible to starting colonists. No Illegal Shipwright nor Assassin, for example.

About the traits affecting the game, it's a great news, but some seems quite tricky to implement, while others can really make things go wrong very fast, especially when combined.

I'm not sure I will write in the Codex. After all, English is not my primary language, but at least on a Wiki anyone can clean up behind me. I like the idea of the Codex being able to directly get the wiki pages, but I suggest against it until we get our own hosted wiki system to avoid Wikia advertisement. Once we do that, it's just a matter of having an embedded web view in the game to show the wiki.
#272
General Discussion / Re: Rimworld Wiki!
September 23, 2013, 01:48:29 AM
Without any quick answer from williamknox, I created the RimWorld Wiki and added a few pages, mostly inventories of buildings, structures and characters traits and backgrounds. It needs at least a page about power distribution and a page about trade. A page about known bugs by version would be a nice addition, as well as a quick new player guide with the first few steps to survive.

While reading in-game description, I noticed some typos and inconsistencies with actual game number (for example in build 203 solar panels have an advertised power output of 1,500 although it is actually 1,700), I can provide with some proof-reading services if text strings are available as a separate file.
#273
General Discussion / Re: What I like about RimWorld
September 22, 2013, 10:46:34 PM
Thanks for the answer, I just wanted to point out the things you did right so far so that you know exactly where you are in terms of what's right/what's wrong/what's missing feedback ratio :)
#274
General Discussion / What I like about RimWorld
September 22, 2013, 12:06:25 PM
I see a lot of people around here telling they love Rimworld, reporting bugs, telling their first impressions, asking for more features, sometimes complaining about existing ones (fire anyone?), but I wanted to write about the very reasons why Rimworld, even at that point, has been that compelling to me. I'll put aside the graphics in my critic, not that they aren't good at all, but we are talking about a storytelling-oriented video game, and I wanted to specifically talk about the gameplay.

First of all, except the first few minutes where everything is new and there's a lot to take in at once, I found the handling of Rimworld very smooth. Most controls are intuitive and don't require an extensive tutorial to be mastered. Even stacked items on the same square are easy to separate with a few clicks.

About the simulation itself, even though the colonists are autonomous, there has been almost no time where I would wonder why a colonist would perform a bizarre action or venture far from the base camp. Except for running into fire, but hey, bright light and heat make a very good reason to get close. Without going into a deep comparison, I had this sort of WTF moment in Towns where one of the villagers would make a trip across the whole map just to gather the bones of a dead critter. Of course, he would eventually get wounded or killed by the same exact threat that killed the critter.

The overview screen is also very convenient. Although the priorities are currently set in stone, I liked the idea of being able to assign specific colonists to specific task, and being reminded the proficiency of each one of the workers on the same screen.

I also enjoyed the Thoughts screen. It gives a very clear picture of what is affecting the mood and how much. It is a very good support of player-conceived story as well as giving priorities if the player's goal is to improve the mood of its colonists. The Character screen is less original, but does the job well to give a quick glance at what the colonist is good at as well as giving additional story material by the means of the Traits.

Combat was one of the best feature I had experienced in that kind of games. Especially firefight. AI fighters take covers, sometimes try to flank player-controlled targets, and the graphics to represent the aiming is clear and well-thought. Moving targets are more difficult to hit with a firearm, and going straight to hand to hand is seldom a good choice against an armed enemy.

Overall, RimWorld in his current state is an unbalanced but really solid game, with no big design flaw that I can think of that would seal its fate even before its launch without major rework. I would like to extend my congratulations to Tynan who did a fantastic job so far. I realize that it is far from over but the player experience is already very good.
#275
Ideas / Re: Suggestion and Discussion megathread.
September 22, 2013, 09:09:52 AM
Quote from: Tynan on September 21, 2013, 07:48:16 PM
Quote from: British on September 21, 2013, 07:46:57 PM
I have one suggestion, but it's not for the game itself, rather the very site we are on...

There's a blog, but it may not get that much interaction (aka verrrry few comments on the entries).
I know I tend to lurk forums, but rarely what's around them, so is there any chance to have the blog entries tied to the forum ?
That means that you write your entries in the blog, but they "lead" to the forum (you might as well create a new category for that): people that want to add a comment to the blog are directed to the corresponding forum post, and (more interesting, from my PoV) people that stay in the forum can see the new entries and react to them.

That's a good idea! You're right, the blog comments should just be forum threads. It would also help grow the community, I think. I need to look into how to set that up.

There's a few ready-made solutions I know about that provide that kind of mechanism. Given my professional web developer background, I'm more used to custom solutions, but back in the days I remember PHP Nuke was providing portal/forum integration like the one British is mentioning. I guess it's worth a look.
#276
General Discussion / Re: Game price?
September 22, 2013, 09:04:59 AM
I also agree on that point. I make a clear separation between games I want to play and games I should play. I'm ready to spend a lot more on the first category, even if the game is not ready yet, than on the second. Because there is so much games in the latter that by the time I'll be done with all the games there is in, new games belonging in that category will already part of cheap bundles.

I'm also ready to spend more on the first because there is very few games that get me really excited about them.
#277
Stories / Re: My game stories
September 21, 2013, 06:09:47 PM
Well, looking at the numbers, it looks like the geothermal is *only* 3-4 times better than solar, but I didn't take into account that it works also during the night. I should have built double the solar panel to have the same daily output including the night. So geothermal is already a good investment, and I considered fortifying it or even fortifying the whole power conduit, and built batteries to store all this extra power, but in the end nothing ever happened, except for this small power conduit fire and regular maintenance.
#278
Very good game, thanks for the share :)

Edit: I finally managed to finish the game, I was hooked until the end, very nice game.
#279
Stories / Re: My game stories
September 21, 2013, 05:31:13 PM
I also feel that standing lights power consumption is wayyy too much but since hydroponic farming is also OP, I was able to trade for minerals and build extra solar panel/batteries easily.
#280
Stories / Re: My game stories
September 21, 2013, 05:07:20 PM
I thought the number of batteries would have make you wonder more than solar panels, but like Watts said in his own words, an underground base is power-consuming due to all the lamps needed. There's also a significant number of automatic turrets, both outside and inside the base.

Not shown on that picture: the geothermal station and the 50-100 meters power conduit linking it to the base. I would have needed 3-4 solar panels more to achieve the same power output.
#281
General Discussion / Re: Game price?
September 21, 2013, 05:03:32 PM
I most definitely am. :)
#282
General Discussion / Re: Quick update
September 21, 2013, 05:02:47 PM
Are you able to do multiple Kickstarter campaigns for the same game? And if you are technically allowed to do so, how well is it regarded amongst original backers? And amongst newcomers?  ???

Anyway, thanks for the answer on my raised question, and do whatever you see best for you and the game. But first for you :D
#283
General Discussion / Re: Game price?
September 21, 2013, 04:53:46 PM
Quote from: Tynan on September 21, 2013, 04:43:13 PMIf someone is willing to pay more than the $20 base cost, for example, they can get the Prototype pack of game designs that eventually evolved into RimWorld (and they're surprisingly diverse, as you'll see).
And now I want them :(

(But don't do anything before you've read my doubts about an early Kickstarter campaign)
#284
Stories / Re: My game stories
September 21, 2013, 04:50:57 PM
Why thank you, sir :)
#285
General Discussion / Re: Rimworld Wiki!
September 21, 2013, 04:48:52 PM
It's a great idea, but I suggest we move it to RimWorld (rimworld.wikia.com) which name is available on Wikia, before we all start to contribute like crazy.

If OP doesn't want to do it, I can. Not trying to steal any thunder here, I just want what's best for RimWorld.