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Messages - REMworlder

#16
Ideas / Re: Wild and Wacky Biomes
January 02, 2016, 06:21:06 PM
The monolith idea is pretty neat, I wonder what similar mysterious environmental features could be found on rim worlds
#17
General Discussion / Re: Questions about Steam keys.
January 01, 2016, 06:20:28 PM
Happy new years!

A) Why no more Steam keys after Nov 2014? Steam doesn't allow devs to promise infinite keys. While the Greenlight FAQ specifies Steam will provide keys to devs, those keys are only promised for previous customers. Here's a link to Tynan's explanation to the question on Reddit.

If you think of it from Valve's perspective, they don't get a cut of the sales that are made outside of Steam (eg, if you buy on Ludeon.com) so it makes sense not to give away tons of Steam keys before the game actually gets sold on Steam.

B) I wouldn't count on getting a key since you're buying after the cutoff. In case you're wondering how the non-Steam version of the game works, you get emailed a link to the game through a service called SendOwl. That link takes you to a page where you can download the PC, Mac, and Linux versions of Rimworld. The link is updated every patch.

I know you didn't ask about this, but there's really no difference between the Steam and non-Steam versions aside from DRM and how the game's updated. Usage of the Steam Workshop is unlikely and Steam achievements are unlikely.
#18
Alpha 13 is set to introduce character records. Character records will offer a better, clearer view of how a colonist has lived. Details that were easy to overlook will now be a huge part of each colonist. Losing a colonist with high melee skill is bad enough, but losing that same colonist who also had 40 confirmed kills in her character record? Tragic.

QuoteCharacter records which keep stats on each character like number of kills, injuries, surgeries, etc. 1

KILL COUNT TITLES
The record offers a great chance to flesh out characters. Games like Dwarf Fortress use kill lists to assign titles to dorfs who kill notable creatures. Weapons and shields have kill lists too, but that's another exciting topic. RimWorld colonists could be given titles based on criteria like special kills or kill volume.

Besides Dwarf Fottress, ther games make great use of stat-driven descriptors. For example, Crusader Kings II has a range of Nicknames that are generated based on stats, character actions, and a probability factor. Characters with special combinations of stats might be labelled "The Lionheart," or "The Lame." Similarly RimWorld stats could be used to give a character a nick name or title. To keep everyone from having crazy titles, the required stats could be exceptional or use a probability or factor-based system like in Crusader Kings 2.

Western-inspired Rimworld nicknames based on kills in the colonist's character record


LEGEND STATS
Legend would summarize the important parts of a character's recorded stats. Stats like kills or how many high-quality items have been created would contribute to a Legend stat. The point of Legend is to show a character's accomplishments and reputation.

A character's legend stat could:
-Serve as a modifier to social skill ("I'm talking to the famous Redfields"!)
-Give a small buff to that character's thoughts ("I'm famous, I can't break down")
-Cause thought debuffs on enemies ("I'm being shot at by Six-gun Sophie, who has over 300 kills!")


BUT WHY
The point of both Kill Count Titles and the Legend Stat are to flesh out the upcoming character record system. It's nice to have data, but it's coolest when it's meaningful. A character record is meaningful when it's actionable -- when it can be used in decision-making -- or has a clear impact on other systems, such as the development of a legendary reputation.The character record system could use one more step so it's not just a feature that only impacts the player, but also the colonists and the in-game universe.
#19
Quote from: TLHeart on December 29, 2015, 07:20:40 PM
Quote from: Z0MBIE2 on December 28, 2015, 02:26:35 PM
I don't think lights should produce heat. Maybe stuff as REMworlder said such as smetler and crematorium, but the lights would create so little heat it would be useless to add really.

the crematorium and smelter do produce heat while in use.

Oh cool, I forgot about that entry in the changelog. It'd be nice if the heat generation was constant since they drain so much electricity even when not in use.:-\ I don't think the generated heat has ever been enough to make any difference in my play style, especially on ice sheets.
#20
General Discussion / Re: REQUIRMENTS
December 28, 2015, 10:31:42 PM
Don't worry, you're not the first to ask this question. The requirements haven't been finalized yet. Here's a link to some threads that discuss system requirements that work. With specific specs to go off of someone might be able to give you some guidance.

https://ludeon.com/forums/index.php?topic=15255.msg161010#msg161010
#21
I mean, in terms of the high electricity usage, I like that the overall metal cost of electrical devices has shifted primarily towards energy generation. So the higher electricity requirements are a kind of built-in way of, while having lights that cost little metal, still require more expensive electricity-generating investments. But I guess that's kind of a different topic.

Sun lamps definitely make sense for heating. Regular lights are a little more questionable, but a heat lamp would be a useful tool that might also intuitively fit into situations like winter barns. But that's kind of a different topic; the current lighting setup is pretty shallow and could use some love.
#22
That's a good idea, I'd love to see more equipment create heat. Especially workspaces like the smelter and crematorium would make a lot of sense for heat generation. The temperature system offers a lot of possibilities that would be fun to explore further.
#23
General Discussion / Re: Design document?
December 28, 2015, 01:31:40 AM
Quote from: Tynan on April 07, 2015, 03:20:15 PM
Quote from: Skissor on April 07, 2015, 02:53:41 PM
Only Tynan knows.

Actually I don't! Even Tynan doesn't know. If I knew I'd tell you.

As for how Tynan develops, he's pretty focused on implementation through iteration and less on specific planning. As builds get more complex and prone to bugginess, rapid iteration isn't as feasible. Add in that the private bug testing hasn't been great at keeping bugs out of release builds, constant updates frustrate modders trying to keep up with the latest builds, and Tynan is working with Ison from a distance, and it makes sense for design periods to increasingly increase.

QuoteI don't plan ahead in any traditional way. I organize myself with a priority queue of stuff to be done, which I am constantly shuffling and reshuffling to make sure that the stuff that really matters is at the top. Not planning allows me to make use of current knowledge instead of past knowledge when making decisions about what to do now. I consider this one of the most important parts of my methodology. RimWorld got made not because of mad programming or art skills, but because of smart task prioritization. I don't get sidetracked by irrelevancies or low-impact tasks because I'm always re-evaluating each task against tens or hundreds of others in the queue. I work really hard to avoid tunnel-visioning. Usually there's a more important task you just aren't thinking of.

Sometimes I may release builds (for testing) every day or two, sometimes they may be weeks apart. Needs change according to what you're doing. There is no consistent cycle that covers all situations, and the only reason to create one is to make a stable environment for multiple team members to work in (and even then this practice is over-emphasized IMO). Public releases will be spaced further apart but this is for the reason that GC13 cited, and so we can do a real testing cycle on them to make sure no killer bugs snuck in.
https://ludeon.com/forums/index.php?topic=348.msg4732#msg4732

As far as design goals go, check out the kickstarter modules. Tynan specifies this, "list of modules isn't a roadmap or a plan. These may not all ever be finished. They're options I'm offering to the community. Which way should we take the game after the Kickstarter?"




Quotenope, nothing, just his greenlight rambles, which are vague, so that he can call it finished when he wants to.. 

He already tried to call it done, at alpha 11, and release it on steam as version 1, but got a huge backlash, and changed his mind.
I don't really think this is accurate at all... The entire topic is easily searchable on the forums, just *Tynan, so let's allow those posts to speak for themselves:
https://ludeon.com/forums/index.php?topic=14470.0
#24
It's an interesting topic, but I don't think I need to read about it too frequently.
#25
It's pretty bad, especially considering each shot gives the shooter experience. Now not only is your careful shooter colonist putting less lead down range, but the colonist is also becoming better at a slower rate.

The way shooting works, firepower volume is important because even missed shots can still hit something. This is why targeting behind a mob of tribals can be more effective than aiming for the front of the pack. These missed shots can even be more accurate than the shots that hit. Accuracy is good, rate of fire is better.
#26
Boomrats now reproduce daily

I like the money idea though. Some sort of corporate colony...
#27
ಠ_ಠ
#28
Ideas / Single-Sentence challenge: your worst suggestions
December 19, 2015, 12:11:59 PM
Awful suggestions that probably shouldn't be in RimWorld. One sentence per suggestion pls.

Some examples to kick things off:
-Colonists now require underwear.
-New class of cuddle mechanoids that attempt to violently nuzzle colonists.
-Introduce a Human Resources work category, which assists in colonist workplace safety and pension decisions.
-New type of "lava" carpet, which is literally liquid lava.
#29
Ideas / Re: Work and Restrictions
December 19, 2015, 02:37:59 AM
It's an interesting idea, but I'm sure there's a more elegant way to implement it.
#30
Ideas / Re: Wild and Wacky Biomes
December 19, 2015, 02:35:34 AM
Adding some alien -- I mean something different, no xeno -- elements to the planet would be really neat to see. Something to make RimWorlds special. I mean, I don't even have to leave Earth to freeze to death or, if I really want to, get shot to death by bandits.

Dwarf Fortress has some crazy environment, like Evil regions that have cursed land that causes corpses to reanimate shortly after death and Evil weather that does nasty things to dorfs out in the open.

http://dwarffortresswiki.org/index.php/DF2014:Surroundings#Evil

Regret's mention of fighting trees is almost exactly what was implemented in Towns, and was kind of a cool feature. Tree Keepers would look exactly like a normal tree, then would defend themselves or their dumber tree relatives against tree-harvesting Townies.