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The Future of Crest


With the release of the Community Module coming closer (end of November!), we started talking about what’s next for Crest. For a whole day the company divided up into groups and discussed what the current problems are and how we could fix them. The following points are to be taken with a grain of salt and are not set in stone.

Pacing/Difficulty


The problem: Crest is overwhelming for new players. There are a couple of changes we have in mind to lower the difficulty curve and to let you have more control over it.
  • Word tablet: Have empty spaces to show that there are words that you have not discovered yet. We’ll keep the word discovery tab but we feel it should be more visible to let you know that you can discover words. The words will also always stay in the same spot and not switch around when you discover a new word like they do now.
  • Tech tree: We’re thinking of adding some sort of tech tree to the word discovery to give you microgoals and have more control over how and when you progress.
  • Building of new cities: We’ll change it so your followers don’t build new cities on their own anymore, only when you write a migrate commandment. There’s a huge increase in difficulty when your followers build a new city and we want you to feel comfortable with the one(s) you have first. This will also give you more control in the beginning on where your followers expand, but make it more difficult the more cities you have. In addition there will be greater consequences for overpopulation, making it not sustainable in the long-run.
  • Limiting actions: Words like “trade” or “socialise” are pretty much done by the followers on their own and make you as the player feel obsolete. We’re going to make adjustments to those, and also tie them in the aforementioned tech tree to not suddenly overwhelm you with another layer of complexity which doesn’t even consider you.

Follower AI (Free Will)


The problem: Followers are too clever without commandments and too stupid with them. Tweaks: Followers will take more immediate action upon your commandments, eradicating unnecessary waiting time. Self-preservation: Followers will be more self-conscious about their own mortality, i.e. they won’t blindly walk into an area full of hippos anymore. Hunger will get adjusted so the priority for collecting food will get raised exponentially until they eventually stop their current task to take care of themselves. Associations: They’ll be more biased towards similar words to appear less random. Right now each word has three or more words that make sense (e.g. Coast - Ocean, Fish, Food) connected to it, where one of them gets randomly chosen when an association is formed.

UI/Visual Feedback


The problem: Lots of information is hidden or spread out in too many places.
  • City needs window: While the spiderweb might look nice, it’s not really useful. We’ll change it to provide a quick overview of the city and summarize Needs, Faith & Doctrine.
  • Bubble over city when a commandment has been written: We’ll change it to make it show more specifically why a commandment has been liked or disliked.
  • World overview: Every city will be shown in a quick overview to make mid-/endgame navigation easier. The city window will therefore be cleaned up and have more info delivered in the world overview.
  • Visual feedback for water supplies: Did you know that mountains are the main source for water distribution on the island, and that water in general has an influence on basically everything? We discussed things like showing snow on top of the mountain, depending on whether it’s full or dried up, as well as animating the rivers that can eventually dry up, but there will probably also be a general overview.
  • Free will feedback: When a follower is acting on his own will, it currently states “I’m doing xyz because I want to.” We’ll change the information in the follower window to also show according to what need/craving they’re doing an action. For example: “We’re farming food because we’re starving.”

Animals


The problem: They don’t really matter or in some cases have too much influence. The animal world will be more dynamic with more interaction between each other and have more drastic consequences for the world.
  • Animals will die more frequently: Starving, killed by predators, hunters or warriors, you name it. Currently too many animals get tolerated within the city borders without any consequences for them or the followers.
  • More migrating: It doesn’t make sense for antelopes to hang around next to lions without panicking or hyenas chilling where there’s no food for them. Not only will them migrating more create a more dynamic world, but also more tension between animals and followers.
  • Nerf animal stats (I’m looking at you, hippo!): We’ll change how much they affect the environment and also how aggressive they behave against followers.
These are all the changes we want to apply to Crest before the final release. Things like polishing, balancing, bug fixing and technical optimization are not taken into account here since we’re constantly applying them and before release we’ll additionally reserve at least one month for it. This does not mean that there won’t be any new features coming to Crest after the Community Module. We feel like it’s more important to fix what we have now before adding even more things. We’ll have to wait and see how fast we get through the tasks after the Community Module has been launched, before we can talk about planning production for new features. You might have already guessed that we won’t have Crest finished as planned by the end of this year. Our new goal is to have it finished by the end of Q1 2018. We’ve already been in Early Access for a long time, it just wouldn’t make sense to rush it now and release something half-baked. Thanks to all your feedback in the recent months, we have a much clearer idea now of what’s left to fix, where the problems lie, and we want to take action on it. What do you think of all the mentioned changes? Are we on the right track? We’d also like to know what you are currently missing in Crest. Let’s pick up that discussion in the Gameplay/Balancing Suggestions thread.


[ 2017-10-26 15:50:06 CET ] [ Original post ]



Crest
Eat Create Sleep
  • Developer

  • Eat Create Sleep
  • Publisher

  • 2018-03-08
  • Release

  • Strategy Simulation Singleplayer
  • Tags

  • Game News Posts 168  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mixed

    (302 reviews)


  • Review Score

  • http://eatcreatesleep.net
  • Website

  • https://store.steampowered.com/app/341710 
  • Steam Store

  • The Game includes VR Support



    Crest Linux [307.61 M]

  • Public Linux depots

  • Crest - Art Book
  • Available DLCs

  • Pitch

    Welcome to Crest, a god game where you are as a parent to your children. Your only way of communication with your subjects is commandments you write for them. How these commandments are interpreted and remembered are not set in stone. What you write and what experiences they have with the environment is the basis for their religion. You might find that your people will change on their own accord over time and use your commandments for their own devices.


    You have an indirect control of your people with your commandments; consequences of your actions may not always be clear and you will need to be aware of the ever-changing environment and your people's disposition, amongst others their disposition towards you. Expressing yourself is the key of Crest; you will do so through your people and the world they shape.

    Key Features

    • Write rules for your subjects which will have interesting consequences.
    • Many different ways to express your divinity which will be reflected in your followers.
    • Immersive feedback which will show you the progress of your people and create a rich history.
    • Procedurally generated game world which changes over time and shows wear and tear.
    • An expressive game without end-goal where you can focus on building your legacy.
    • Your people have free will, focus on leading them rather than controlling their every move.
    • Emergent world where weather, vegetation, mineral deposits, drought and animal behavior will create surprises.

    Progression and Losing

    Every new world you start is unique; you can't have multiple saves of it so you will have to think carefully of what you want to do. If your people die off that world is gone forever as a playable save file. However, you will be able to view the legacy of your old worlds. As long as your people live you can continue playing, and as you progress create your own history.

    Setting

    Crest is an Afrofuturist game that reimagines how humanity arose in the cradle of humankind on the African continent. It's a historical themed game that tries to emulate an advanced iron age civilization that could have existed a few thousand years ago. The setting for the game world, its flora and fauna is based on African biomes, with rainfall determining the tug-of-war between desert, savanna and jungle.
    MINIMAL SETUP
    • OS: Ubuntu 12.04 or newer
    • Processor: 3 GHzMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: 1 GB VRAM and shader model 4.0 compatible
    • Storage: 1 GB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 12.04 or newer
    • Processor: 3 GHzMemory: 16 GB RAM
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce 1060 or equivalent
    • Storage: 1 GB available space
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