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November Devlog: Prologue release, content suggestions and semi-randomness
On October 23rd, we released the free prologue for Terraformers named Terraformers: First steps on Mars. Here is a link to its Steam page or Gog if you didnt already see it. We are super proud that the reviews have been Very Positive overall, it is very motivating for us and also helps a lot in terms of visibility. So thank you to everyone who left feedback. We are releasing a new prologue update on wednesday 8 of december with some fixes, polish and most importantly we are adding French, Spanish and Russian translations so that more of you can play!
One of the best score weve seen! Congrats Klipp2.
As were approaching the final stage of development, most features are designed and were shifting our focus towards designing more content. We have a lot of ideas for cool terraforming projects, events, and locations ourselves, but we also want to include the community on this aspect. Therefore weve opened a new channel on our Discord called suggest-content, where you can share your own ideas! Maybe youve read an interesting article on how we can create construction material from the Regolith on Mars, or saw a documentary about how housing can be done efficiently in those hostile environments. Or maybe a Kurzgesagt video on how to kickstart the terraforming process (looking at you: nuke videos..). In any way, come and discuss your idea on our Discord, and who knows, we might implement it in the game.
Nuking the pole could kickstart a global greenhouse warming effect. But at what cost?
As weve received some questions about how randomness works in Terraformers, I (Jasper, the game designer) thought it would be nice to write a piece about why we use it and how we use it. The main reason for adding any form of randomness to a game is to make each playthrough really unique, by providing unique challenges every time you start a new game. This has the effect that there is no clear winning strategy in every game, but that you have to adapt to whatever the game gives you. It promotes a flexible playstyle. It also makes sure that each time you play, youre getting better at the game in general, and not just solving a specific puzzle.
Semi random project proposition. However, randomness always brings the risk of letting you feel frustrated, if it doesnt give you the things you need or were hoping for. In Terraformers, this can happen if you dont get the project suggested that would be a good combination with your other projects. The difficult thing is that while this aspect can be frustrating, it also brings fun and excitement when you do get the right projects that work well together. So to some degree, this frustration will always be an inherent aspect of the game and something that we cant completely solve. Having said that, we do have systems and design principles in place to limit this frustration:
[ 2021-12-03 17:00:09 CET ] [ Original post ]
Dear Terraformers, With the release of the prologue, Its been some time since we wrote our previous devlog. And in this time, the project has moved forward a lot, so lets dive into it together!
Prologue release
On October 23rd, we released the free prologue for Terraformers named Terraformers: First steps on Mars. Here is a link to its Steam page or Gog if you didnt already see it. We are super proud that the reviews have been Very Positive overall, it is very motivating for us and also helps a lot in terms of visibility. So thank you to everyone who left feedback. We are releasing a new prologue update on wednesday 8 of december with some fixes, polish and most importantly we are adding French, Spanish and Russian translations so that more of you can play!
One of the best score weve seen! Congrats Klipp2.
Content suggestions
As were approaching the final stage of development, most features are designed and were shifting our focus towards designing more content. We have a lot of ideas for cool terraforming projects, events, and locations ourselves, but we also want to include the community on this aspect. Therefore weve opened a new channel on our Discord called suggest-content, where you can share your own ideas! Maybe youve read an interesting article on how we can create construction material from the Regolith on Mars, or saw a documentary about how housing can be done efficiently in those hostile environments. Or maybe a Kurzgesagt video on how to kickstart the terraforming process (looking at you: nuke videos..). In any way, come and discuss your idea on our Discord, and who knows, we might implement it in the game.
Nuking the pole could kickstart a global greenhouse warming effect. But at what cost?
Semi-randomness in Terraformers
As weve received some questions about how randomness works in Terraformers, I (Jasper, the game designer) thought it would be nice to write a piece about why we use it and how we use it. The main reason for adding any form of randomness to a game is to make each playthrough really unique, by providing unique challenges every time you start a new game. This has the effect that there is no clear winning strategy in every game, but that you have to adapt to whatever the game gives you. It promotes a flexible playstyle. It also makes sure that each time you play, youre getting better at the game in general, and not just solving a specific puzzle.
Semi random project proposition. However, randomness always brings the risk of letting you feel frustrated, if it doesnt give you the things you need or were hoping for. In Terraformers, this can happen if you dont get the project suggested that would be a good combination with your other projects. The difficult thing is that while this aspect can be frustrating, it also brings fun and excitement when you do get the right projects that work well together. So to some degree, this frustration will always be an inherent aspect of the game and something that we cant completely solve. Having said that, we do have systems and design principles in place to limit this frustration:
- Although the proposed projects might seem fully random, they are not. They are drawn from different decks which are categorized by their output (food, power, terraforming etc.). Each project is picked from a different deck, until all decks have provided 1 project, and then this cycle repeats. In this way, you will not suddenly get 3 food buildings proposed, and it should never take more than 2-3 turns until you get a food building proposed again. Some decks include multiple project types, for example the Population deck includes both human population and robots. So it can happen that you dont get a human population presented in a few rounds if it proposes robots, but at least projects also fulfill the need for expansion. Also, we make a distinction between early and late game projects when determining what projects are available in these decks in order to provide projects which are relevant to the current game stage. We are still balancing the amount of decks and which decks contain what, and might add more limitations to provide a more balanced game experience.
- We use input randomness and try to stay away from output randomness. Output randomness takes place after you do something, usually to determine if it is a success or a failure while input randomness proposes a random set of options, but then you have full knowledge of what the outcomes of these options will be, this usually feels much less frustrating. Some examples of output randomness that we stay away from would be, that if a leader travels far, they have a 20% chance to get injured. Or that when you do a risky terraforming project, there is a 10% chance that it fails. The problem with this type of randomness is that it does not give you much agency and does not (in my opinion) provide an interesting choice. Its more like a risk-analysis and a gamble. Instead, the outcome of actions in Terraformers is usually fully determined (exploration and projects always succeed). Instead, we use input randomness, which is randomness that takes place first, and then gives you the choice how to respond to it. For example the project proposal proposes to you 3 semi-random projects, and then it is up to you to choose the best one of them.
- For events, we have a system in place that balances positive and negative events. If more bad things happen to you (damage, expectation rise), the game will remember this and will provide you with more positive events later. The fact that events early in the game have more impact than later in the game is also taken into consideration when calculating this to provide a balanced experience throughout the game. So if something bad happens, dont lose hope, the game will help you get back on track later!
[ 2021-12-03 17:00:09 CET ] [ Original post ]
Terraformers
Asteroid Lab
Developer
Goblinz Publishing
Publisher
TBA - wishlist now
Release
Game News Posts:
78
🎹🖱️Keyboard + Mouse
Very Positive
(2502 reviews)
Public Linux Depots:
- Terraformers Linux [7.5 G]
• Explore the Red Planet
Send your leaders to mysterious locations and be the first to discover rich resource depots, giant crystal caves and stunning natural wonders.• Develop your cities
Found new cities on craters and in lava Tubes. Make them thrive and meet your population's rising demands.• Manage your resources
Mine the rare metals of Mars, manufacture them into advanced goods and set up an effective transport system between your ever-growing cities.• Terraform with ambitious projects
Restart a volcano, construct giant space mirrors or crash ice asteroids to geo-engineer the entire planet.• Become a gardener of life
From spreading adaptive bacteria, to planting full-grown forests with bears. Each life form has specific requirements and provides strategic benefits.• Join the Terraforming!
By making this game, we hope to inspire humankind to take its first steps out of the cradle and become an interplanetary species, starting with Mars! Do you want to join the terraforming movement, get updates about the game development, chat with us, and be the first to be considered for the closed alpha? Then join our Discord server!MINIMAL SETUP
- OS: Ubuntu 12.04+
- Processor: 1.3 GHz CPU
- Graphics: Graphics card: DX9 (shader model 2.0) capabilities
- OS: Ubuntu 12.04+ Desktop only
- Processor: Dual-core 2Ghz CPU
- Graphics: Graphics card: DX9 (shader model 2.0) capabilities
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