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Author Topic: Questions and answers from Tynan.  (Read 82522 times)

GC13

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Re: Questions and answers from Tynan.
« Reply #30 on: October 12, 2013, 09:11:57 PM »

Is anyone else smelling optional features? Because I think I can smell optional features.
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salt1219

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Re: Questions and answers from Tynan.
« Reply #31 on: October 12, 2013, 09:32:33 PM »

Is anyone else smelling optional features? Because I think I can smell optional features.
so that's not muffalo poo?  i think they could end up being part of a hardmode
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maynard

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Re: Questions and answers from Tynan.
« Reply #32 on: October 16, 2013, 12:29:05 AM »

Maybe not the right question for this thread, here it is anyway.

Do you plan to sell the game on other digital distributors (gog.com, humble store, indiegamestand.com, etc.) when the game is finished?
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British

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Re: Questions and answers from Tynan.
« Reply #33 on: October 16, 2013, 04:34:32 AM »

Do you plan to sell the game on other digital distributors (gog.com, humble store, indiegamestand.com, etc.) when the game is finished?
A trip to the Search function would have told you that the subject has been discussed before, and here's the answer from Tynan when asked about alternative distribution:

http://ludeon.com/forums/index.php?topic=41.msg425#msg425
"Yeah, I'll be getting the game up everywhere I can. Desura, GoG, Steam - the more exposure, the better."

Tynan will most likely take care of that when the KS campaign is finished, but it would be nice if he could confirm where and when ::)
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Semmy

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Re: Questions and answers from Tynan.
« Reply #34 on: October 16, 2013, 05:24:43 AM »

Do you plan to sell the game on other digital distributors (gog.com, humble store, indiegamestand.com, etc.) when the game is finished?
A trip to the Search function would have told you that the subject has been discussed before, and here's the answer from Tynan when asked about alternative distribution:

http://ludeon.com/forums/index.php?topic=41.msg425#msg425
"Yeah, I'll be getting the game up everywhere I can. Desura, GoG, Steam - the more exposure, the better."

Tynan will most likely take care of that when the KS campaign is finished, but it would be nice if he could confirm where and when ::)

This is as close as a confirmation as there is from tynan.
This is a quote from 2 days ago.
I'm not against Desura. But RW is #8 on Steam Greenlight right now; Steam would come first.
This is an answer tynan gave to somebody asking about it on kickstarter.
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Tynan

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Re: Questions and answers from Tynan.
« Reply #35 on: October 16, 2013, 11:37:57 AM »

Yeah, it's not complicated. We're on Greenlight, the others I haven't looked at, but I'm not against them.
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mumblemumble

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Re: Questions and answers from Tynan.
« Reply #36 on: October 16, 2013, 11:44:32 AM »

Do you ever plan to enlarge or have infinite world space for maps? (With performance issues, would "chunks" similar to minecraft be possible?)

Do you ever plan to have some form of other colonist settlements?

Do you ever plan to enable some form of multi height building? (mines under the ground, multi level structures)
« Last Edit: October 16, 2013, 12:13:14 PM by mumblemumble »
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Semmy

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Re: Questions and answers from Tynan.
« Reply #37 on: October 16, 2013, 12:13:21 PM »

Do you ever plan to enlarge or have infinite world space for maps?
Maps are 200*200 tynan has tested 250*250 above that performance issues atm. So when the game is optimized its a MAYBE but no promises

Do you ever plan to have some form of other colonist settlements?

Do you ever plan to enable some form of multi height building? (mines under the ground, multi level structures)

This falls under z-levels. Here is the answer from the openingspost.
Question: Will there be z-levels (vertical mapping)?

Answer: All the coordinates are tracked in 3-vectors already (though only the two horizontal axes are used), so the potential for 3D is in the game.

I am afraid that there is basically no way a modder would ever be able to mod Z-axis into the game. It is a beast of a feature. Here's some basic issues you'd have to handle:
-Pathfinding
-Lighting spilling over Z-levels
-Save/load of a geometrically larger amount of stuff (e.g. 200x200 map = 40k squares, 200x200x10 = 400k squares!)
-Line of sight for shooting
-AI tactical analysis of shooting lines of sight etc
-Cover usefullness varying at vertical angles
-Interface for moving through Z-levels
-Rendering visible lower Z-levels while being on higher ones

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SteveAdamo

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Re: Questions and answers from Tynan.
« Reply #38 on: October 16, 2013, 04:26:20 PM »

given that RimWorld is about the stories we experience, could there perhaps be a chronicler or sorts? something that captures what our experiences were at the eventual demise of our colony?

apologies if this has been asked/answered...

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GC13

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Re: Questions and answers from Tynan.
« Reply #39 on: October 16, 2013, 04:27:43 PM »

given that RimWorld is about the stories we experience, could there perhaps be a chronicler or sorts? something that captures what our experiences were at the eventual demise of our colony?

apologies if this has been asked/answered...
I believe that's covered by the Storytelling Tools module, which is one set of features that may be added to the game.
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maynard

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Re: Questions and answers from Tynan.
« Reply #40 on: October 16, 2013, 10:06:37 PM »

Do you plan to sell the game on other digital distributors (gog.com, humble store, indiegamestand.com, etc.) when the game is finished?
A trip to the Search function would have told you that the subject has been discussed before, and here's the answer from Tynan when asked about alternative distribution:

http://ludeon.com/forums/index.php?topic=41.msg425#msg425
"Yeah, I'll be getting the game up everywhere I can. Desura, GoG, Steam - the more exposure, the better."

Tynan will most likely take care of that when the KS campaign is finished, but it would be nice if he could confirm where and when ::)

Thanks for the answer.

I actually used the search function in the upper right of the forum (not the separate page) as well as google bing (guess that was the default, becuase some forums have terrible search), but did not get any results. I just tried the search in the upper right again and get results, so maybe it was due to me not being logged in before that it didn't work.
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Semmy

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Re: Questions and answers from Tynan.
« Reply #41 on: October 23, 2013, 04:08:50 PM »

Creative reward guidelines added.
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Morrigi

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Re: Questions and answers from Tynan.
« Reply #42 on: October 28, 2013, 06:55:57 PM »

Will physical stockpiles and items needed on-site for construction ever become part of gameplay, as opposed to the current Space Logic, invisible stockpiles we currently have?
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Tynan

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Re: Questions and answers from Tynan.
« Reply #43 on: October 28, 2013, 11:09:44 PM »

Will physical stockpiles and items needed on-site for construction ever become part of gameplay, as opposed to the current Space Logic, invisible stockpiles we currently have?

I'm working on stockpiles right now.
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MrCroa

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Re: Questions and answers from Tynan.
« Reply #44 on: October 29, 2013, 07:29:15 AM »

Great question and cool answer...  :D

I like how prison architect handles stockpiles (like settlers). When you see the things you ordered arriving by truck and workers carrying all that stuff.
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